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SubscribeAutomated Rewards via LLM-Generated Progress Functions
Large Language Models (LLMs) have the potential to automate reward engineering by leveraging their broad domain knowledge across various tasks. However, they often need many iterations of trial-and-error to generate effective reward functions. This process is costly because evaluating every sampled reward function requires completing the full policy optimization process for each function. In this paper, we introduce an LLM-driven reward generation framework that is able to produce state-of-the-art policies on the challenging Bi-DexHands benchmark with 20x fewer reward function samples than the prior state-of-the-art work. Our key insight is that we reduce the problem of generating task-specific rewards to the problem of coarsely estimating task progress. Our two-step solution leverages the task domain knowledge and the code synthesis abilities of LLMs to author progress functions that estimate task progress from a given state. Then, we use this notion of progress to discretize states, and generate count-based intrinsic rewards using the low-dimensional state space. We show that the combination of LLM-generated progress functions and count-based intrinsic rewards is essential for our performance gains, while alternatives such as generic hash-based counts or using progress directly as a reward function fall short.
Leveraging Domain Knowledge for Efficient Reward Modelling in RLHF: A Case-Study in E-Commerce Opinion Summarization
Reinforcement Learning from Human Feedback (RLHF) has become a dominating strategy in steering Language Models (LMs) towards human values/goals. The key to the strategy is employing a reward model ({varphi}) which can reflect a latent reward model with humans. While this strategy has proven to be effective, the training methodology requires a lot of human preference annotation (usually of the order of tens of thousands) to train {varphi}. Such large-scale preference annotations can be achievable if the reward model can be ubiquitously used. However, human values/goals are subjective and depend on the nature of the task. This poses a challenge in collecting diverse preferences for downstream applications. To address this, we propose a novel methodology to infuse domain knowledge into {varphi}, which reduces the size of preference annotation required. We validate our approach in E-Commerce Opinion Summarization, with a significant reduction in dataset size (just 940 samples) while advancing the state-of-the-art. Our contributions include a novel Reward Modelling technique, a new dataset (PromptOpinSumm) for Opinion Summarization, and a human preference dataset (OpinPref). The proposed methodology opens avenues for efficient RLHF, making it more adaptable to diverse applications with varying human values. We release the artifacts for usage under MIT License.
Sampling Through the Lens of Sequential Decision Making
Sampling is ubiquitous in machine learning methodologies. Due to the growth of large datasets and model complexity, we want to learn and adapt the sampling process while training a representation. Towards achieving this grand goal, a variety of sampling techniques have been proposed. However, most of them either use a fixed sampling scheme or adjust the sampling scheme based on simple heuristics. They cannot choose the best sample for model training in different stages. Inspired by "Think, Fast and Slow" (System 1 and System 2) in cognitive science, we propose a reward-guided sampling strategy called Adaptive Sample with Reward (ASR) to tackle this challenge. To the best of our knowledge, this is the first work utilizing reinforcement learning (RL) to address the sampling problem in representation learning. Our approach optimally adjusts the sampling process to achieve optimal performance. We explore geographical relationships among samples by distance-based sampling to maximize overall cumulative reward. We apply ASR to the long-standing sampling problems in similarity-based loss functions. Empirical results in information retrieval and clustering demonstrate ASR's superb performance across different datasets. We also discuss an engrossing phenomenon which we name as "ASR gravity well" in experiments.
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.
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.
Multi-User Reinforcement Learning with Low Rank Rewards
In this work, we consider the problem of collaborative multi-user reinforcement learning. In this setting there are multiple users with the same state-action space and transition probabilities but with different rewards. Under the assumption that the reward matrix of the N users has a low-rank structure -- a standard and practically successful assumption in the offline collaborative filtering setting -- the question is can we design algorithms with significantly lower sample complexity compared to the ones that learn the MDP individually for each user. Our main contribution is an algorithm which explores rewards collaboratively with N user-specific MDPs and can learn rewards efficiently in two key settings: tabular MDPs and linear MDPs. When N is large and the rank is constant, the sample complexity per MDP depends logarithmically over the size of the state-space, which represents an exponential reduction (in the state-space size) when compared to the standard ``non-collaborative'' algorithms.
Flipping Coins to Estimate Pseudocounts for Exploration in Reinforcement Learning
We propose a new method for count-based exploration in high-dimensional state spaces. Unlike previous work which relies on density models, we show that counts can be derived by averaging samples from the Rademacher distribution (or coin flips). This insight is used to set up a simple supervised learning objective which, when optimized, yields a state's visitation count. We show that our method is significantly more effective at deducing ground-truth visitation counts than previous work; when used as an exploration bonus for a model-free reinforcement learning algorithm, it outperforms existing approaches on most of 9 challenging exploration tasks, including the Atari game Montezuma's Revenge.
Q-Probe: A Lightweight Approach to Reward Maximization for Language Models
We present an approach called Q-probing to adapt a pre-trained language model to maximize a task-specific reward function. At a high level, Q-probing sits between heavier approaches such as finetuning and lighter approaches such as few shot prompting, but can also be combined with either. The idea is to learn a simple linear function on a model's embedding space that can be used to reweight candidate completions. We theoretically show that this sampling procedure is equivalent to a KL-constrained maximization of the Q-probe as the number of samples increases. To train the Q-probes we consider either reward modeling or a class of novel direct policy learning objectives based on importance weighted policy gradients. With this technique, we see gains in domains with ground-truth rewards (code generation) as well as implicit rewards defined by preference data, even outperforming finetuning in data-limited regimes. Moreover, a Q-probe can be trained on top of an API since it only assumes access to sampling and embeddings. Code: https://github.com/likenneth/q_probe .
RM-Bench: Benchmarking Reward Models of Language Models with Subtlety and Style
Reward models are critical in techniques like Reinforcement Learning from Human Feedback (RLHF) and Inference Scaling Laws, where they guide language model alignment and select optimal responses. Despite their importance, existing reward model benchmarks often evaluate models by asking them to distinguish between responses generated by models of varying power. However, this approach fails to assess reward models on subtle but critical content changes and variations in style, resulting in a low correlation with policy model performance. To this end, we introduce RM-Bench, a novel benchmark designed to evaluate reward models based on their sensitivity to subtle content differences and resistance to style biases. Extensive experiments demonstrate that RM-Bench strongly correlates with policy model performance, making it a reliable reference for selecting reward models to align language models effectively. We evaluate nearly 40 reward models on RM-Bench. Our results reveal that even state-of-the-art models achieve an average performance of only 46.6%, which falls short of random-level accuracy (50%) when faced with style bias interference. These findings highlight the significant room for improvement in current reward models. Related code and data are available at https://github.com/THU-KEG/RM-Bench.
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.
Symbol Guided Hindsight Priors for Reward Learning from Human Preferences
Specifying rewards for reinforcement learned (RL) agents is challenging. Preference-based RL (PbRL) mitigates these challenges by inferring a reward from feedback over sets of trajectories. However, the effectiveness of PbRL is limited by the amount of feedback needed to reliably recover the structure of the target reward. We present the PRIor Over Rewards (PRIOR) framework, which incorporates priors about the structure of the reward function and the preference feedback into the reward learning process. Imposing these priors as soft constraints on the reward learning objective reduces the amount of feedback required by half and improves overall reward recovery. Additionally, we demonstrate that using an abstract state space for the computation of the priors further improves the reward learning and the agent's performance.
Secrets of RLHF in Large Language Models Part II: Reward Modeling
Reinforcement Learning from Human Feedback (RLHF) has become a crucial technology for aligning language models with human values and intentions, enabling models to produce more helpful and harmless responses. Reward models are trained as proxies for human preferences to drive reinforcement learning optimization. While reward models are often considered central to achieving high performance, they face the following challenges in practical applications: (1) Incorrect and ambiguous preference pairs in the dataset may hinder the reward model from accurately capturing human intent. (2) Reward models trained on data from a specific distribution often struggle to generalize to examples outside that distribution and are not suitable for iterative RLHF training. In this report, we attempt to address these two issues. (1) From a data perspective, we propose a method to measure the strength of preferences within the data, based on a voting mechanism of multiple reward models. Experimental results confirm that data with varying preference strengths have different impacts on reward model performance. We introduce a series of novel methods to mitigate the influence of incorrect and ambiguous preferences in the dataset and fully leverage high-quality preference data. (2) From an algorithmic standpoint, we introduce contrastive learning to enhance the ability of reward models to distinguish between chosen and rejected responses, thereby improving model generalization. Furthermore, we employ meta-learning to enable the reward model to maintain the ability to differentiate subtle differences in out-of-distribution samples, and this approach can be utilized for iterative RLHF optimization.
Skywork-Reward: Bag of Tricks for Reward Modeling in LLMs
In this report, we introduce a collection of methods to enhance reward modeling for LLMs, focusing specifically on data-centric techniques. We propose effective data selection and filtering strategies for curating high-quality open-source preference datasets, culminating in the Skywork-Reward data collection, which contains only 80K preference pairs -- significantly smaller than existing datasets. Using this curated dataset, we developed the Skywork-Reward model series -- Skywork-Reward-Gemma-27B and Skywork-Reward-Llama-3.1-8B -- with the former currently holding the top position on the RewardBench leaderboard. Notably, our techniques and datasets have directly enhanced the performance of many top-ranked models on RewardBench, highlighting the practical impact of our contributions in real-world preference learning applications.
Scaling Laws for Reward Model Overoptimization
In reinforcement learning from human feedback, it is common to optimize against a reward model trained to predict human preferences. Because the reward model is an imperfect proxy, optimizing its value too much can hinder ground truth performance, in accordance with Goodhart's law. This effect has been frequently observed, but not carefully measured due to the expense of collecting human preference data. In this work, we use a synthetic setup in which a fixed "gold-standard" reward model plays the role of humans, providing labels used to train a proxy reward model. We study how the gold reward model score changes as we optimize against the proxy reward model using either reinforcement learning or best-of-n sampling. We find that this relationship follows a different functional form depending on the method of optimization, and that in both cases its coefficients scale smoothly with the number of reward model parameters. We also study the effect on this relationship of the size of the reward model dataset, the number of reward model and policy parameters, and the coefficient of the KL penalty added to the reward in the reinforcement learning setup. We explore the implications of these empirical results for theoretical considerations in AI alignment.
RAG-Reward: Optimizing RAG with Reward Modeling and RLHF
Retrieval-augmented generation (RAG) enhances Large Language Models (LLMs) with relevant and up-to-date knowledge, improving their ability to answer knowledge-intensive questions. It has been shown to enhance both generation quality and trustworthiness. While numerous works have focused on improving retrieval, generation, and evaluation, the role of reward models in reinforcement learning for optimizing RAG and establishing automated benchmarking pipelines remains underexplored. In this paper, we introduce RAG-Reward, a dataset designed to enable hallucination-free, comprehensive, reliable, and efficient RAG. We define four key metrics for assessing generation quality and develop an automated annotation pipeline that leverages multiple LLMs to generate outputs across diverse RAG scenarios. GPT-4o is used to evaluate and construct preference data. Using RAG-Reward, we train reward models and apply reinforcement learning with human feedback (RLHF) to improve LLMs' effectiveness in RAG. Experimental results show that our reward model achieves state-of-the-art performance on a held-out test set, demonstrating both the effectiveness of our approach and the quality of our dataset. Furthermore, the improved generation quality of the trained policy model highlights the feasibility of using RLHF to enhance RAG pipelines.
RewardBench: Evaluating Reward Models for Language Modeling
Reward models (RMs) are at the crux of successful RLHF to align pretrained models to human preferences, yet there has been relatively little study that focuses on evaluation of those reward models. Evaluating reward models presents an opportunity to understand the opaque technologies used for alignment of language models and which values are embedded in them. To date, very few descriptors of capabilities, training methods, or open-source reward models exist. In this paper, we present RewardBench, a benchmark dataset and code-base for evaluation, to enhance scientific understanding of reward models. The RewardBench dataset is a collection of prompt-win-lose trios spanning chat, reasoning, and safety, to benchmark how reward models perform on challenging, structured and out-of-distribution queries. We created specific comparison datasets for RMs that have subtle, but verifiable reasons (e.g. bugs, incorrect facts) why one answer should be preferred to another. On the RewardBench leaderboard, we evaluate reward models trained with a variety of methods, such as the direct MLE training of classifiers and the implicit reward modeling of Direct Preference Optimization (DPO), and on a spectrum of datasets. We present many findings on propensity for refusals, reasoning limitations, and instruction following shortcomings of various reward models towards a better understanding of the RLHF process.
Adjoint Matching: Fine-tuning Flow and Diffusion Generative Models with Memoryless Stochastic Optimal Control
Dynamical generative models that produce samples through an iterative process, such as Flow Matching and denoising diffusion models, have seen widespread use, but there have not been many theoretically-sound methods for improving these models with reward fine-tuning. In this work, we cast reward fine-tuning as stochastic optimal control (SOC). Critically, we prove that a very specific memoryless noise schedule must be enforced during fine-tuning, in order to account for the dependency between the noise variable and the generated samples. We also propose a new algorithm named Adjoint Matching which outperforms existing SOC algorithms, by casting SOC problems as a regression problem. We find that our approach significantly improves over existing methods for reward fine-tuning, achieving better consistency, realism, and generalization to unseen human preference reward models, while retaining sample diversity.
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.
West-of-N: Synthetic Preference Generation for Improved Reward Modeling
The success of reinforcement learning from human feedback (RLHF) in language model alignment is strongly dependent on the quality of the underlying reward model. In this paper, we present a novel approach to improve reward model quality by generating synthetic preference data, thereby augmenting the training dataset with on-policy, high-quality preference pairs. Motivated by the promising results of Best-of-N sampling strategies in language model training, we extend their application to reward model training. This results in a self-training strategy to generate preference pairs by selecting the best and worst candidates in a pool of responses to a given query. Empirically, we find that this approach improves the performance of any reward model, with an effect comparable to the addition of a similar quantity of human preference data. This work opens up new avenues of research for improving RLHF for language model alignment, by offering synthetic preference generation as a solution to reward modeling challenges.
Learning in Sparse Rewards settings through Quality-Diversity algorithms
In the Reinforcement Learning (RL) framework, the learning is guided through a reward signal. This means that in situations of sparse rewards the agent has to focus on exploration, in order to discover which action, or set of actions leads to the reward. RL agents usually struggle with this. Exploration is the focus of Quality-Diversity (QD) methods. In this thesis, we approach the problem of sparse rewards with these algorithms, and in particular with Novelty Search (NS). This is a method that only focuses on the diversity of the possible policies behaviors. The first part of the thesis focuses on learning a representation of the space in which the diversity of the policies is evaluated. In this regard, we propose the TAXONS algorithm, a method that learns a low-dimensional representation of the search space through an AutoEncoder. While effective, TAXONS still requires information on when to capture the observation used to learn said space. For this, we study multiple ways, and in particular the signature transform, to encode information about the whole trajectory of observations. The thesis continues with the introduction of the SERENE algorithm, a method that can efficiently focus on the interesting parts of the search space. This method separates the exploration of the search space from the exploitation of the reward through a two-alternating-steps approach. The exploration is performed through NS. Any discovered reward is then locally exploited through emitters. The third and final contribution combines TAXONS and SERENE into a single approach: STAX. Throughout this thesis, we introduce methods that lower the amount of prior information needed in sparse rewards settings. These contributions are a promising step towards the development of methods that can autonomously explore and find high-performance policies in a variety of sparse rewards settings.
Better Training of GFlowNets with Local Credit and Incomplete Trajectories
Generative Flow Networks or GFlowNets are related to Monte-Carlo Markov chain methods (as they sample from a distribution specified by an energy function), reinforcement learning (as they learn a policy to sample composed objects through a sequence of steps), generative models (as they learn to represent and sample from a distribution) and amortized variational methods (as they can be used to learn to approximate and sample from an otherwise intractable posterior, given a prior and a likelihood). They are trained to generate an object x through a sequence of steps with probability proportional to some reward function R(x) (or exp(-E(x)) with E(x) denoting the energy function), given at the end of the generative trajectory. Like for other RL settings where the reward is only given at the end, the efficiency of training and credit assignment may suffer when those trajectories are longer. With previous GFlowNet work, no learning was possible from incomplete trajectories (lacking a terminal state and the computation of the associated reward). In this paper, we consider the case where the energy function can be applied not just to terminal states but also to intermediate states. This is for example achieved when the energy function is additive, with terms available along the trajectory. We show how to reparameterize the GFlowNet state flow function to take advantage of the partial reward already accrued at each state. This enables a training objective that can be applied to update parameters even with incomplete trajectories. Even when complete trajectories are available, being able to obtain more localized credit and gradients is found to speed up training convergence, as demonstrated across many simulations.
Submodular Reinforcement Learning
In reinforcement learning (RL), rewards of states are typically considered additive, and following the Markov assumption, they are independent of states visited previously. In many important applications, such as coverage control, experiment design and informative path planning, rewards naturally have diminishing returns, i.e., their value decreases in light of similar states visited previously. To tackle this, we propose submodular RL (SubRL), a paradigm which seeks to optimize more general, non-additive (and history-dependent) rewards modelled via submodular set functions which capture diminishing returns. Unfortunately, in general, even in tabular settings, we show that the resulting optimization problem is hard to approximate. On the other hand, motivated by the success of greedy algorithms in classical submodular optimization, we propose SubPO, a simple policy gradient-based algorithm for SubRL that handles non-additive rewards by greedily maximizing marginal gains. Indeed, under some assumptions on the underlying Markov Decision Process (MDP), SubPO recovers optimal constant factor approximations of submodular bandits. Moreover, we derive a natural policy gradient approach for locally optimizing SubRL instances even in large state- and action- spaces. We showcase the versatility of our approach by applying SubPO to several applications, such as biodiversity monitoring, Bayesian experiment design, informative path planning, and coverage maximization. Our results demonstrate sample efficiency, as well as scalability to high-dimensional state-action spaces.
Hindsight PRIORs for Reward Learning from Human Preferences
Preference based Reinforcement Learning (PbRL) removes the need to hand specify a reward function by learning a reward from preference feedback over policy behaviors. Current approaches to PbRL do not address the credit assignment problem inherent in determining which parts of a behavior most contributed to a preference, which result in data intensive approaches and subpar reward functions. We address such limitations by introducing a credit assignment strategy (Hindsight PRIOR) that uses a world model to approximate state importance within a trajectory and then guides rewards to be proportional to state importance through an auxiliary predicted return redistribution objective. Incorporating state importance into reward learning improves the speed of policy learning, overall policy performance, and reward recovery on both locomotion and manipulation tasks. For example, Hindsight PRIOR recovers on average significantly (p<0.05) more reward on MetaWorld (20%) and DMC (15%). The performance gains and our ablations demonstrate the benefits even a simple credit assignment strategy can have on reward learning and that state importance in forward dynamics prediction is a strong proxy for a state's contribution to a preference decision. Code repository can be found at https://github.com/apple/ml-rlhf-hindsight-prior.
Entropy-Regularized Process Reward Model
Large language models (LLMs) have shown promise in performing complex multi-step reasoning, yet they continue to struggle with mathematical reasoning, often making systematic errors. A promising solution is reinforcement learning (RL) guided by reward models, particularly those focusing on process rewards, which score each intermediate step rather than solely evaluating the final outcome. This approach is more effective at guiding policy models towards correct reasoning trajectories. In this work, we propose an entropy-regularized process reward model (ER-PRM) that integrates KL-regularized Markov Decision Processes (MDP) to balance policy optimization with the need to prevent the policy from shifting too far from its initial distribution. We derive a novel reward construction method based on the theoretical results. Our theoretical analysis shows that we could derive the optimal reward model from the initial policy sampling. Our empirical experiments on the MATH and GSM8K benchmarks demonstrate that ER-PRM consistently outperforms existing process reward models, achieving 1% improvement on GSM8K and 2-3% improvement on MATH under best-of-N evaluation, and more than 1% improvement under RLHF. These results highlight the efficacy of entropy-regularization in enhancing LLMs' reasoning capabilities.
Fine-Tuning Language Models with Reward Learning on Policy
Reinforcement learning from human feedback (RLHF) has emerged as an effective approach to aligning large language models (LLMs) to human preferences. RLHF contains three steps, i.e., human preference collecting, reward learning, and policy optimization, which are usually performed serially. Despite its popularity, however, (fixed) reward models may suffer from inaccurate off-distribution, since policy optimization continuously shifts LLMs' data distribution. Repeatedly collecting new preference data from the latest LLMs may alleviate this issue, which unfortunately makes the resulting system more complicated and difficult to optimize. In this paper, we propose reward learning on policy (RLP), an unsupervised framework that refines a reward model using policy samples to keep it on-distribution. Specifically, an unsupervised multi-view learning method is introduced to learn robust representations of policy samples. Meanwhile, a synthetic preference generation approach is developed to simulate high-quality preference data with policy outputs. Extensive experiments on three benchmark datasets show that RLP consistently outperforms the state-of-the-art. Our code is available at https://github.com/AlibabaResearch/DAMO-ConvAI/tree/main/rlp.
Policy Filtration in RLHF to Fine-Tune LLM for Code Generation
Reinforcement learning from human feedback (RLHF) is one of the key techniques that helps large language models (LLMs) to follow instructions and provide helpful and harmless responses. While direct policy optimization methods exist, state-of-the-art LLMs adopt RL-based methods (usually PPO) in RLHF to train the policy to generate good responses guided by a reward model learned from preference data. The main challenge of these methods is the inaccuracy of the intermediate reward model, especially in code generation tasks that require long and complex reasoning to score a response. We find that the reliability of the reward model varies across responses assigned with different rewards. This motivates us to filter the samples whose rewards may be unreliable to improve signal-to-noise ratio during policy learning, resulting in Policy Filtration for Proximal Policy Optimization (PF-PPO). To choose a proper policy filtration strategy for a given reward model, the coefficient of determination (R^2) between rewards and actual scores on filtered samples serves as a good metrics and helps us find several promising strategies. We provide extensive experiments to validate the effectiveness of PF-PPO in code generation tasks, and find that some variants of PF-PPO are highly effective and achieve new state-of-the-art performance across 7-billion-parameter models on HumanEval, MBPP, and a new and more challenging LeetCode Contest benchmark.
Internally Rewarded Reinforcement Learning
We study a class of reinforcement learning problems where the reward signals for policy learning are generated by a discriminator that is dependent on and jointly optimized with the policy. This interdependence between the policy and the discriminator leads to an unstable learning process because reward signals from an immature discriminator are noisy and impede policy learning, and conversely, an untrained policy impedes discriminator learning. We call this learning setting Internally Rewarded Reinforcement Learning (IRRL) as the reward is not provided directly by the environment but internally by the discriminator. In this paper, we formally formulate IRRL and present a class of problems that belong to IRRL. We theoretically derive and empirically analyze the effect of the reward function in IRRL and based on these analyses propose the clipped linear reward function. Experimental results show that the proposed reward function can consistently stabilize the training process by reducing the impact of reward noise, which leads to faster convergence and higher performance compared with baselines in diverse tasks.
Online Intrinsic Rewards for Decision Making Agents from Large Language Model Feedback
Automatically synthesizing dense rewards from natural language descriptions is a promising paradigm in reinforcement learning (RL), with applications to sparse reward problems, open-ended exploration, and hierarchical skill design. Recent works have made promising steps by exploiting the prior knowledge of large language models (LLMs). However, these approaches suffer from important limitations: they are either not scalable to problems requiring billions of environment samples, due to requiring LLM annotations for each observation, or they require a diverse offline dataset, which may not exist or be impossible to collect. In this work, we address these limitations through a combination of algorithmic and systems-level contributions. We propose \oni, a distributed architecture that simultaneously learns an RL policy and an intrinsic reward function using LLM feedback. Our approach annotates the agent's collected experience via an asynchronous LLM server, which is then distilled into an intrinsic reward model. We explore a range of algorithmic choices for reward modeling with varying complexity, including hashing, classification, and ranking models. By studying their relative tradeoffs, we shed light on questions regarding intrinsic reward design for sparse reward problems. Our approach achieves state-of-the-art performance across a range of challenging, sparse reward tasks from the NetHack Learning Environment in a simple unified process, solely using the agent's gathered experience, without requiring external datasets. We make our code available at https://github.com/facebookresearch/oni.
Agentic Reward Modeling: Integrating Human Preferences with Verifiable Correctness Signals for Reliable Reward Systems
Reward models (RMs) are crucial for the training and inference-time scaling up of large language models (LLMs). However, existing reward models primarily focus on human preferences, neglecting verifiable correctness signals which have shown strong potential in training LLMs. In this paper, we propose agentic reward modeling, a reward system that combines reward models with verifiable correctness signals from different aspects to provide reliable rewards. We empirically implement a reward agent, named RewardAgent, that combines human preference rewards with two verifiable signals: factuality and instruction following, to provide more reliable rewards. We conduct comprehensive experiments on existing reward model benchmarks and inference time best-of-n searches on real-world downstream tasks. RewardAgent significantly outperforms vanilla reward models, demonstrating its effectiveness. We further construct training preference pairs using RewardAgent and train an LLM with the DPO objective, achieving superior performance on various NLP benchmarks compared to conventional reward models. Our codes are publicly released to facilitate further research (https://github.com/THU-KEG/Agentic-Reward-Modeling).
Improving Intrinsic Exploration by Creating Stationary Objectives
Exploration bonuses in reinforcement learning guide long-horizon exploration by defining custom intrinsic objectives. Several exploration objectives like count-based bonuses, pseudo-counts, and state-entropy maximization are non-stationary and hence are difficult to optimize for the agent. While this issue is generally known, it is usually omitted and solutions remain under-explored. The key contribution of our work lies in transforming the original non-stationary rewards into stationary rewards through an augmented state representation. For this purpose, we introduce the Stationary Objectives For Exploration (SOFE) framework. SOFE requires identifying sufficient statistics for different exploration bonuses and finding an efficient encoding of these statistics to use as input to a deep network. SOFE is based on proposing state augmentations that expand the state space but hold the promise of simplifying the optimization of the agent's objective. We show that SOFE improves the performance of several exploration objectives, including count-based bonuses, pseudo-counts, and state-entropy maximization. Moreover, SOFE outperforms prior methods that attempt to stabilize the optimization of intrinsic objectives. We demonstrate the efficacy of SOFE in hard-exploration problems, including sparse-reward tasks, pixel-based observations, 3D navigation, and procedurally generated environments.
A Baseline Analysis of Reward Models' Ability To Accurately Analyze Foundation Models Under Distribution Shift
Foundation models, specifically Large Language Models (LLMs), have lately gained wide-spread attention and adoption. Reinforcement Learning with Human Feedback (RLHF) involves training a reward model to capture desired behaviors, which is then used to align LLM's. These reward models are additionally used at inference-time to estimate LLM responses' adherence to those desired behaviors. However, there is little work measuring how robust these reward models are to distribution shifts. In this work, we evaluate how reward model performance - measured via accuracy and calibration (i.e. alignment between accuracy and confidence) - is affected by distribution shift. We show novel calibration patterns and accuracy drops due to OOD prompts and responses, and that the reward model is more sensitive to shifts in responses than prompts. Additionally, we adapt an OOD detection technique commonly used in classification to the reward model setting to detect these distribution shifts in prompts and responses.
Unsupervised Perceptual Rewards for Imitation Learning
Reward function design and exploration time are arguably the biggest obstacles to the deployment of reinforcement learning (RL) agents in the real world. In many real-world tasks, designing a reward function takes considerable hand engineering and often requires additional sensors to be installed just to measure whether the task has been executed successfully. Furthermore, many interesting tasks consist of multiple implicit intermediate steps that must be executed in sequence. Even when the final outcome can be measured, it does not necessarily provide feedback on these intermediate steps. To address these issues, we propose leveraging the abstraction power of intermediate visual representations learned by deep models to quickly infer perceptual reward functions from small numbers of demonstrations. We present a method that is able to identify key intermediate steps of a task from only a handful of demonstration sequences, and automatically identify the most discriminative features for identifying these steps. This method makes use of the features in a pre-trained deep model, but does not require any explicit specification of sub-goals. The resulting reward functions can then be used by an RL agent to learn to perform the task in real-world settings. To evaluate the learned reward, we present qualitative results on two real-world tasks and a quantitative evaluation against a human-designed reward function. We also show that our method can be used to learn a real-world door opening skill using a real robot, even when the demonstration used for reward learning is provided by a human using their own hand. To our knowledge, these are the first results showing that complex robotic manipulation skills can be learned directly and without supervised labels from a video of a human performing the task. Supplementary material and data are available at https://sermanet.github.io/rewards
On Designing Effective RL Reward at Training Time for LLM Reasoning
Reward models have been increasingly critical for improving the reasoning capability of LLMs. Existing research has shown that a well-trained reward model can substantially improve model performances at inference time via search. However, the potential of reward models during RL training time still remains largely under-explored. It is currently unclear whether these reward models can provide additional training signals to enhance the reasoning capabilities of LLMs in RL training that uses sparse success rewards, which verify the correctness of solutions. In this work, we evaluate popular reward models for RL training, including the Outcome-supervised Reward Model (ORM) and the Process-supervised Reward Model (PRM), and train a collection of LLMs for math problems using RL by combining these learned rewards with success rewards. Surprisingly, even though these learned reward models have strong inference-time performances, they may NOT help or even hurt RL training, producing worse performances than LLMs trained with the success reward only. Our analysis reveals that an LLM can receive high rewards from some of these reward models by repeating correct but unnecessary reasoning steps, leading to a severe reward hacking issue. Therefore, we introduce two novel reward refinement techniques, including Clipping and Delta. The key idea is to ensure the accumulative reward of any reasoning trajectory is upper-bounded to keep a learned reward model effective without being exploited. We evaluate our techniques with multiple reward models over a set of 1.5B and 7B LLMs on MATH and GSM8K benchmarks and demonstrate that with a carefully designed reward function, RL training without any additional supervised tuning can improve all the evaluated LLMs, including the state-of-the-art 7B LLM Qwen2.5-Math-7B-Instruct on MATH and GSM8K benchmarks.
ESRL: Efficient Sampling-based Reinforcement Learning for Sequence Generation
Applying Reinforcement Learning (RL) to sequence generation models enables the direct optimization of long-term rewards (e.g., BLEU and human feedback), but typically requires large-scale sampling over a space of action sequences. This is a computational challenge as presented by the practice of sequence generation problems, such as machine translation, where we often deal with a large action space (e.g., a vocabulary) and a long action sequence (e.g., a translation). In this work, we introduce two-stage sampling and dynamic sampling approaches to improve the sampling efficiency during training sequence generation models via RL. We experiment with our approaches on the traditional sequence generation tasks, including machine translation and abstractive summarization. Furthermore, we evaluate our approaches in RL from human feedback (RLHF) through training a large language model using the reward model. Experimental results show that the efficient sampling-based RL, referred to as ESRL, can outperform all baselines in terms of both training efficiency and memory consumption. Notably, ESRL yields consistent performance gains over the strong REINFORCE, minimum risk training, and proximal policy optimization methods.
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.
A General Framework for Inference-time Scaling and Steering of Diffusion Models
Diffusion models produce impressive results in modalities ranging from images and video to protein design and text. However, generating samples with user-specified properties remains a challenge. Recent research proposes fine-tuning models to maximize rewards that capture desired properties, but these methods require expensive training and are prone to mode collapse. In this work, we propose Feynman Kac (FK) steering, an inference-time framework for steering diffusion models with reward functions. FK steering works by sampling a system of multiple interacting diffusion processes, called particles, and resampling particles at intermediate steps based on scores computed using functions called potentials. Potentials are defined using rewards for intermediate states and are selected such that a high value indicates that the particle will yield a high-reward sample. We explore various choices of potentials, intermediate rewards, and samplers. We evaluate FK steering on text-to-image and text diffusion models. For steering text-to-image models with a human preference reward, we find that FK steering a 0.8B parameter model outperforms a 2.6B parameter fine-tuned model on prompt fidelity, with faster sampling and no training. For steering text diffusion models with rewards for text quality and specific text attributes, we find that FK steering generates lower perplexity, more linguistically acceptable outputs and enables gradient-free control of attributes like toxicity. Our results demonstrate that inference-time scaling and steering of diffusion models, even with off-the-shelf rewards, can provide significant sample quality gains and controllability benefits. Code is available at https://github.com/zacharyhorvitz/Fk-Diffusion-Steering .
Proto Successor Measure: Representing the Space of All Possible Solutions of Reinforcement Learning
Having explored an environment, intelligent agents should be able to transfer their knowledge to most downstream tasks within that environment. Referred to as "zero-shot learning," this ability remains elusive for general-purpose reinforcement learning algorithms. While recent works have attempted to produce zero-shot RL agents, they make assumptions about the nature of the tasks or the structure of the MDP. We present Proto Successor Measure: the basis set for all possible solutions of Reinforcement Learning in a dynamical system. We provably show that any possible policy can be represented using an affine combination of these policy independent basis functions. Given a reward function at test time, we simply need to find the right set of linear weights to combine these basis corresponding to the optimal policy. We derive a practical algorithm to learn these basis functions using only interaction data from the environment and show that our approach can produce the optimal policy at test time for any given reward function without additional environmental interactions. Project page: https://agarwalsiddhant10.github.io/projects/psm.html.
Robust Budget Pacing with a Single Sample
Major Internet advertising platforms offer budget pacing tools as a standard service for advertisers to manage their ad campaigns. Given the inherent non-stationarity in an advertiser's value and also competing advertisers' values over time, a commonly used approach is to learn a target expenditure plan that specifies a target spend as a function of time, and then run a controller that tracks this plan. This raises the question: how many historical samples are required to learn a good expenditure plan? We study this question by considering an advertiser repeatedly participating in T second-price auctions, where the tuple of her value and the highest competing bid is drawn from an unknown time-varying distribution. The advertiser seeks to maximize her total utility subject to her budget constraint. Prior work has shown the sufficiency of Tlog T samples per distribution to achieve the optimal O(T)-regret. We dramatically improve this state-of-the-art and show that just one sample per distribution is enough to achieve the near-optimal tilde O(T)-regret, while still being robust to noise in the sampling distributions.
The History and Risks of Reinforcement Learning and Human Feedback
Reinforcement learning from human feedback (RLHF) has emerged as a powerful technique to make large language models (LLMs) easier to use and more effective. A core piece of the RLHF process is the training and utilization of a model of human preferences that acts as a reward function for optimization. This approach, which operates at the intersection of many stakeholders and academic disciplines, remains poorly understood. RLHF reward models are often cited as being central to achieving performance, yet very few descriptors of capabilities, evaluations, training methods, or open-source models exist. Given this lack of information, further study and transparency is needed for learned RLHF reward models. In this paper, we illustrate the complex history of optimizing preferences, and articulate lines of inquiry to understand the sociotechnical context of reward models. In particular, we highlight the ontological differences between costs, rewards, and preferences at stake in RLHF's foundations, related methodological tensions, and possible research directions to improve general understanding of how reward models function.
Reward learning from human preferences and demonstrations in Atari
To solve complex real-world problems with reinforcement learning, we cannot rely on manually specified reward functions. Instead, we can have humans communicate an objective to the agent directly. In this work, we combine two approaches to learning from human feedback: expert demonstrations and trajectory preferences. We train a deep neural network to model the reward function and use its predicted reward to train an DQN-based deep reinforcement learning agent on 9 Atari games. Our approach beats the imitation learning baseline in 7 games and achieves strictly superhuman performance on 2 games without using game rewards. Additionally, we investigate the goodness of fit of the reward model, present some reward hacking problems, and study the effects of noise in the human labels.
STARC: A General Framework For Quantifying Differences Between Reward Functions
In order to solve a task using reinforcement learning, it is necessary to first formalise the goal of that task as a reward function. However, for many real-world tasks, it is very difficult to manually specify a reward function that never incentivises undesirable behaviour. As a result, it is increasingly popular to use reward learning algorithms, which attempt to learn a reward function from data. However, the theoretical foundations of reward learning are not yet well-developed. In particular, it is typically not known when a given reward learning algorithm with high probability will learn a reward function that is safe to optimise. This means that reward learning algorithms generally must be evaluated empirically, which is expensive, and that their failure modes are difficult to anticipate in advance. One of the roadblocks to deriving better theoretical guarantees is the lack of good methods for quantifying the difference between reward functions. In this paper we provide a solution to this problem, in the form of a class of pseudometrics on the space of all reward functions that we call STARC (STAndardised Reward Comparison) metrics. We show that STARC metrics induce both an upper and a lower bound on worst-case regret, which implies that our metrics are tight, and that any metric with the same properties must be bilipschitz equivalent to ours. Moreover, we also identify a number of issues with reward metrics proposed by earlier works. Finally, we evaluate our metrics empirically, to demonstrate their practical efficacy. STARC metrics can be used to make both theoretical and empirical analysis of reward learning algorithms both easier and more principled.
Evaluating Robustness of Reward Models for Mathematical Reasoning
Reward models are key in reinforcement learning from human feedback (RLHF) systems, aligning the model behavior with human preferences. Particularly in the math domain, there have been plenty of studies using reward models to align policies for improving reasoning capabilities. Recently, as the importance of reward models has been emphasized, RewardBench is proposed to understand their behavior. However, we figure out that the math subset of RewardBench has different representations between chosen and rejected completions, and relies on a single comparison, which may lead to unreliable results as it only see an isolated case. Therefore, it fails to accurately present the robustness of reward models, leading to a misunderstanding of its performance and potentially resulting in reward hacking. In this work, we introduce a new design for reliable evaluation of reward models, and to validate this, we construct RewardMATH, a benchmark that effectively represents the robustness of reward models in mathematical reasoning tasks. We demonstrate that the scores on RewardMATH strongly correlate with the results of optimized policy and effectively estimate reward overoptimization, whereas the existing benchmark shows almost no correlation. The results underscore the potential of our design to enhance the reliability of evaluation, and represent the robustness of reward model. We make our code and data publicly available.
Lucy-SKG: Learning to Play Rocket League Efficiently Using Deep Reinforcement Learning
A successful tactic that is followed by the scientific community for advancing AI is to treat games as problems, which has been proven to lead to various breakthroughs. We adapt this strategy in order to study Rocket League, a widely popular but rather under-explored 3D multiplayer video game with a distinct physics engine and complex dynamics that pose a significant challenge in developing efficient and high-performance game-playing agents. In this paper, we present Lucy-SKG, a Reinforcement Learning-based model that learned how to play Rocket League in a sample-efficient manner, outperforming by a notable margin the two highest-ranking bots in this game, namely Necto (2022 bot champion) and its successor Nexto, thus becoming a state-of-the-art agent. Our contributions include: a) the development of a reward analysis and visualization library, b) novel parameterizable reward shape functions that capture the utility of complex reward types via our proposed Kinesthetic Reward Combination (KRC) technique, and c) design of auxiliary neural architectures for training on reward prediction and state representation tasks in an on-policy fashion for enhanced efficiency in learning speed and performance. By performing thorough ablation studies for each component of Lucy-SKG, we showed their independent effectiveness in overall performance. In doing so, we demonstrate the prospects and challenges of using sample-efficient Reinforcement Learning techniques for controlling complex dynamical systems under competitive team-based multiplayer conditions.
Aligning Language Models Using Follow-up Likelihood as Reward Signal
In natural human-to-human conversations, participants often receive feedback signals from one another based on their follow-up reactions. These reactions can include verbal responses, facial expressions, changes in emotional state, and other non-verbal cues. Similarly, in human-machine interactions, the machine can leverage the user's follow-up utterances as feedback signals to assess whether it has appropriately addressed the user's request. Therefore, we propose using the likelihood of follow-up utterances as rewards to differentiate preferred responses from less favored ones, without relying on human or commercial LLM-based preference annotations. Our proposed reward mechanism, ``Follow-up Likelihood as Reward" (FLR), matches the performance of strong reward models trained on large-scale human or GPT-4 annotated data on 8 pairwise-preference and 4 rating-based benchmarks. Building upon the FLR mechanism, we propose to automatically mine preference data from the online generations of a base policy model. The preference data are subsequently used to boost the helpfulness of the base model through direct alignment from preference (DAP) methods, such as direct preference optimization (DPO). Lastly, we demonstrate that fine-tuning the language model that provides follow-up likelihood with natural language feedback significantly enhances FLR's performance on reward modeling benchmarks and effectiveness in aligning the base policy model's helpfulness.
Critique-out-Loud Reward Models
Traditionally, reward models used for reinforcement learning from human feedback (RLHF) are trained to directly predict preference scores without leveraging the generation capabilities of the underlying large language model (LLM). This limits the capabilities of reward models as they must reason implicitly about the quality of a response, i.e., preference modeling must be performed in a single forward pass through the model. To enable reward models to reason explicitly about the quality of a response, we introduce Critique-out-Loud (CLoud) reward models. CLoud reward models operate by first generating a natural language critique of the assistant's response that is then used to predict a scalar reward for the quality of the response. We demonstrate the success of CLoud reward models for both Llama-3-8B and 70B base models: compared to classic reward models CLoud reward models improve pairwise preference classification accuracy on RewardBench by 4.65 and 5.84 percentage points for the 8B and 70B base models respectively. Furthermore, CLoud reward models lead to a Pareto improvement for win rate on ArenaHard when used as the scoring model for Best-of-N. Finally, we explore how to exploit the dynamic inference compute capabilities of CLoud reward models by performing self-consistency decoding for reward prediction.
Teacher Forcing Recovers Reward Functions for Text Generation
Reinforcement learning (RL) has been widely used in text generation to alleviate the exposure bias issue or to utilize non-parallel datasets. The reward function plays an important role in making RL training successful. However, previous reward functions are typically task-specific and sparse, restricting the use of RL. In our work, we propose a task-agnostic approach that derives a step-wise reward function directly from a model trained with teacher forcing. We additionally propose a simple modification to stabilize the RL training on non-parallel datasets with our induced reward function. Empirical results show that our method outperforms self-training and reward regression methods on several text generation tasks, confirming the effectiveness of our reward function.
The Trickle-down Impact of Reward (In-)consistency on RLHF
Standard practice within Reinforcement Learning from Human Feedback (RLHF) involves optimizing against a Reward Model (RM), which itself is trained to reflect human preferences for desirable generations. A notable subject that is understudied is the (in-)consistency of RMs -- whether they can recognize the semantic changes to different prompts and appropriately adapt their reward assignments -- and their impact on the downstream RLHF model. In this paper, we visit a series of research questions relevant to RM inconsistency: (1) How can we measure the consistency of reward models? (2) How consistent are the existing RMs and how can we improve them? (3) In what ways does reward inconsistency influence the chatbots resulting from the RLHF model training? We propose Contrast Instructions -- a benchmarking strategy for the consistency of RM. Each example in Contrast Instructions features a pair of lexically similar instructions with different ground truth responses. A consistent RM is expected to rank the corresponding instruction and response higher than other combinations. We observe that current RMs trained with the standard ranking objective fail miserably on Contrast Instructions compared to average humans. To show that RM consistency can be improved efficiently without using extra training budget, we propose two techniques ConvexDA and RewardFusion, which enhance reward consistency through extrapolation during the RM training and inference stage, respectively. We show that RLHF models trained with a more consistent RM yield more useful responses, suggesting that reward inconsistency exhibits a trickle-down effect on the downstream RLHF process.
Value Augmented Sampling for Language Model Alignment and Personalization
Aligning Large Language Models (LLMs) to cater to different human preferences, learning new skills, and unlearning harmful behavior is an important problem. Search-based methods, such as Best-of-N or Monte-Carlo Tree Search, are performant, but impractical for LLM adaptation due to their high inference cost. On the other hand, using Reinforcement Learning (RL) for adaptation is computationally efficient, but performs worse due to the optimization challenges in co-training the value function and the policy. We present a new framework for reward optimization, Value Augmented Sampling (VAS), that can maximize different reward functions using data sampled from only the initial, frozen LLM. VAS solves for the optimal reward-maximizing policy without co-training the policy and the value function, making the optimization stable, outperforming established baselines, such as PPO and DPO, on standard benchmarks, and achieving comparable results to Best-of-128 with lower inference cost. Unlike existing RL methods that require changing the weights of the LLM, VAS does not require access to the weights of the pre-trained LLM. Thus, it can even adapt LLMs (e.g., ChatGPT), which are available only as APIs. In addition, our algorithm unlocks the new capability of composing several rewards and controlling the extent of each one during deployment time, paving the road ahead for the future of aligned, personalized LLMs.
Invariance in Policy Optimisation and Partial Identifiability in Reward Learning
It is often very challenging to manually design reward functions for complex, real-world tasks. To solve this, one can instead use reward learning to infer a reward function from data. However, there are often multiple reward functions that fit the data equally well, even in the infinite-data limit. This means that the reward function is only partially identifiable. In this work, we formally characterise the partial identifiability of the reward function given several popular reward learning data sources, including expert demonstrations and trajectory comparisons. We also analyse the impact of this partial identifiability for several downstream tasks, such as policy optimisation. We unify our results in a framework for comparing data sources and downstream tasks by their invariances, with implications for the design and selection of data sources for reward learning.
Orchestrated Value Mapping for Reinforcement Learning
We present a general convergent class of reinforcement learning algorithms that is founded on two distinct principles: (1) mapping value estimates to a different space using arbitrary functions from a broad class, and (2) linearly decomposing the reward signal into multiple channels. The first principle enables incorporating specific properties into the value estimator that can enhance learning. The second principle, on the other hand, allows for the value function to be represented as a composition of multiple utility functions. This can be leveraged for various purposes, e.g. dealing with highly varying reward scales, incorporating a priori knowledge about the sources of reward, and ensemble learning. Combining the two principles yields a general blueprint for instantiating convergent algorithms by orchestrating diverse mapping functions over multiple reward channels. This blueprint generalizes and subsumes algorithms such as Q-Learning, Log Q-Learning, and Q-Decomposition. In addition, our convergence proof for this general class relaxes certain required assumptions in some of these algorithms. Based on our theory, we discuss several interesting configurations as special cases. Finally, to illustrate the potential of the design space that our theory opens up, we instantiate a particular algorithm and evaluate its performance on the Atari suite.
Sample-Efficient Preference-based Reinforcement Learning with Dynamics Aware Rewards
Preference-based reinforcement learning (PbRL) aligns a robot behavior with human preferences via a reward function learned from binary feedback over agent behaviors. We show that dynamics-aware reward functions improve the sample efficiency of PbRL by an order of magnitude. In our experiments we iterate between: (1) learning a dynamics-aware state-action representation (z^{sa}) via a self-supervised temporal consistency task, and (2) bootstrapping the preference-based reward function from (z^{sa}), which results in faster policy learning and better final policy performance. For example, on quadruped-walk, walker-walk, and cheetah-run, with 50 preference labels we achieve the same performance as existing approaches with 500 preference labels, and we recover 83\% and 66\% of ground truth reward policy performance versus only 38\% and 21\%. The performance gains demonstrate the benefits of explicitly learning a dynamics-aware reward model. Repo: https://github.com/apple/ml-reed.
Incentivizing Exploration with Linear Contexts and Combinatorial Actions
We advance the study of incentivized bandit exploration, in which arm choices are viewed as recommendations and are required to be Bayesian incentive compatible. Recent work has shown under certain independence assumptions that after collecting enough initial samples, the popular Thompson sampling algorithm becomes incentive compatible. We give an analog of this result for linear bandits, where the independence of the prior is replaced by a natural convexity condition. This opens up the possibility of efficient and regret-optimal incentivized exploration in high-dimensional action spaces. In the semibandit model, we also improve the sample complexity for the pre-Thompson sampling phase of initial data collection.
Quantile Regression for Distributional Reward Models in RLHF
Reinforcement learning from human feedback (RLHF) has become a key method for aligning large language models (LLMs) with human preferences through the use of reward models. However, traditional reward models typically generate point estimates, which oversimplify the diversity and complexity of human values and preferences. In this paper, we introduce Quantile Reward Models (QRMs), a novel approach to reward modeling that learns a distribution over rewards instead of a single scalar value. Our method uses quantile regression to estimate a full, potentially multimodal distribution over preferences, providing a more powerful and nuanced representation of preferences. This distributional approach can better capture the diversity of human values, addresses label noise, and accommodates conflicting preferences by modeling them as distinct modes in the distribution. Our experimental results show that QRM outperforms comparable traditional point-estimate models on RewardBench. Furthermore, we demonstrate that the additional information provided by the distributional estimates can be utilized in downstream applications, such as risk-aware reinforcement learning, resulting in LLM policies that generate fewer extremely negative responses. Our code and model are released at https://github.com/Nicolinho/QRM.
Optimal Sample Complexity for Average Reward Markov Decision Processes
We resolve the open question regarding the sample complexity of policy learning for maximizing the long-run average reward associated with a uniformly ergodic Markov decision process (MDP), assuming a generative model. In this context, the existing literature provides a sample complexity upper bound of widetilde O(|S||A|t_{mix}^2 epsilon^{-2}) and a lower bound of Omega(|S||A|t_{mix} epsilon^{-2}). In these expressions, |S| and |A| denote the cardinalities of the state and action spaces respectively, t_{mix} serves as a uniform upper limit for the total variation mixing times, and epsilon signifies the error tolerance. Therefore, a notable gap of t_{mix} still remains to be bridged. Our primary contribution is the development of an estimator for the optimal policy of average reward MDPs with a sample complexity of widetilde O(|S||A|t_{mix}epsilon^{-2}). This marks the first algorithm and analysis to reach the literature's lower bound. Our new algorithm draws inspiration from ideas in Li et al. (2020), Jin and Sidford (2021), and Wang et al. (2023). Additionally, we conduct numerical experiments to validate our theoretical findings.
Sample-efficient Learning of Infinite-horizon Average-reward MDPs with General Function Approximation
We study infinite-horizon average-reward Markov decision processes (AMDPs) in the context of general function approximation. Specifically, we propose a novel algorithmic framework named Local-fitted Optimization with OPtimism (LOOP), which incorporates both model-based and value-based incarnations. In particular, LOOP features a novel construction of confidence sets and a low-switching policy updating scheme, which are tailored to the average-reward and function approximation setting. Moreover, for AMDPs, we propose a novel complexity measure -- average-reward generalized eluder coefficient (AGEC) -- which captures the challenge of exploration in AMDPs with general function approximation. Such a complexity measure encompasses almost all previously known tractable AMDP models, such as linear AMDPs and linear mixture AMDPs, and also includes newly identified cases such as kernel AMDPs and AMDPs with Bellman eluder dimensions. Using AGEC, we prove that LOOP achieves a sublinear mathcal{O}(poly(d, sp(V^*)) Tbeta ) regret, where d and beta correspond to AGEC and log-covering number of the hypothesis class respectively, sp(V^*) is the span of the optimal state bias function, T denotes the number of steps, and mathcal{O} (cdot) omits logarithmic factors. When specialized to concrete AMDP models, our regret bounds are comparable to those established by the existing algorithms designed specifically for these special cases. To the best of our knowledge, this paper presents the first comprehensive theoretical framework capable of handling nearly all AMDPs.
Exploring the Limit of Outcome Reward for Learning Mathematical Reasoning
Reasoning abilities, especially those for solving complex math problems, are crucial components of general intelligence. Recent advances by proprietary companies, such as o-series models of OpenAI, have made remarkable progress on reasoning tasks. However, the complete technical details remain unrevealed, and the techniques that are believed certainly to be adopted are only reinforcement learning (RL) and the long chain of thoughts. This paper proposes a new RL framework, termed OREAL, to pursue the performance limit that can be achieved through Outcome REwArd-based reinforcement Learning for mathematical reasoning tasks, where only binary outcome rewards are easily accessible. We theoretically prove that behavior cloning on positive trajectories from best-of-N (BoN) sampling is sufficient to learn the KL-regularized optimal policy in binary feedback environments. This formulation further implies that the rewards of negative samples should be reshaped to ensure the gradient consistency between positive and negative samples. To alleviate the long-existing difficulties brought by sparse rewards in RL, which are even exacerbated by the partial correctness of the long chain of thought for reasoning tasks, we further apply a token-level reward model to sample important tokens in reasoning trajectories for learning. With OREAL, for the first time, a 7B model can obtain 94.0 pass@1 accuracy on MATH-500 through RL, being on par with 32B models. OREAL-32B also surpasses previous 32B models trained by distillation with 95.0 pass@1 accuracy on MATH-500. Our investigation also indicates the importance of initial policy models and training queries for RL. Code, models, and data will be released to benefit future researchhttps://github.com/InternLM/OREAL.
Goal-conditioned Imitation Learning
Designing rewards for Reinforcement Learning (RL) is challenging because it needs to convey the desired task, be efficient to optimize, and be easy to compute. The latter is particularly problematic when applying RL to robotics, where detecting whether the desired configuration is reached might require considerable supervision and instrumentation. Furthermore, we are often interested in being able to reach a wide range of configurations, hence setting up a different reward every time might be unpractical. Methods like Hindsight Experience Replay (HER) have recently shown promise to learn policies able to reach many goals, without the need of a reward. Unfortunately, without tricks like resetting to points along the trajectory, HER might require many samples to discover how to reach certain areas of the state-space. In this work we investigate different approaches to incorporate demonstrations to drastically speed up the convergence to a policy able to reach any goal, also surpassing the performance of an agent trained with other Imitation Learning algorithms. Furthermore, we show our method can also be used when the available expert trajectories do not contain the actions, which can leverage kinesthetic or third person demonstration. The code is available at https://sites.google.com/view/goalconditioned-il/.
Non-Markovian Reward Modelling from Trajectory Labels via Interpretable Multiple Instance Learning
We generalise the problem of reward modelling (RM) for reinforcement learning (RL) to handle non-Markovian rewards. Existing work assumes that human evaluators observe each step in a trajectory independently when providing feedback on agent behaviour. In this work, we remove this assumption, extending RM to capture temporal dependencies in human assessment of trajectories. We show how RM can be approached as a multiple instance learning (MIL) problem, where trajectories are treated as bags with return labels, and steps within the trajectories are instances with unseen reward labels. We go on to develop new MIL models that are able to capture the time dependencies in labelled trajectories. We demonstrate on a range of RL tasks that our novel MIL models can reconstruct reward functions to a high level of accuracy, and can be used to train high-performing agent policies.
Accelerating exploration and representation learning with offline pre-training
Sequential decision-making agents struggle with long horizon tasks, since solving them requires multi-step reasoning. Most reinforcement learning (RL) algorithms address this challenge by improved credit assignment, introducing memory capability, altering the agent's intrinsic motivation (i.e. exploration) or its worldview (i.e. knowledge representation). Many of these components could be learned from offline data. In this work, we follow the hypothesis that exploration and representation learning can be improved by separately learning two different models from a single offline dataset. We show that learning a state representation using noise-contrastive estimation and a model of auxiliary reward separately from a single collection of human demonstrations can significantly improve the sample efficiency on the challenging NetHack benchmark. We also ablate various components of our experimental setting and highlight crucial insights.
Regularizing Hidden States Enables Learning Generalizable Reward Model for LLMs
Reward models trained on human preference data have been proven to be effective for aligning Large Language Models (LLMs) with human intent within the reinforcement learning from human feedback (RLHF) framework. However, the generalization capabilities of current reward models to unseen prompts and responses are limited. This limitation can lead to an unexpected phenomenon known as reward over-optimization, where excessive optimization of rewards results in a decline in actual performance. While previous research has advocated for constraining policy optimization, our study proposes a novel approach to enhance the reward model's generalization ability against distribution shifts by regularizing the hidden states. Specifically, we retain the base model's language model head and incorporate a suite of text-generation losses to preserve the hidden states' text generation capabilities, while concurrently learning a reward head behind the same hidden states. Our experimental results demonstrate that the introduced regularization technique markedly improves the accuracy of learned reward models across a variety of out-of-distribution (OOD) tasks and effectively alleviate the over-optimization issue in RLHF, offering a more reliable and robust preference learning paradigm.
Personalizing Reinforcement Learning from Human Feedback with Variational Preference Learning
Reinforcement Learning from Human Feedback (RLHF) is a powerful paradigm for aligning foundation models to human values and preferences. However, current RLHF techniques cannot account for the naturally occurring differences in individual human preferences across a diverse population. When these differences arise, traditional RLHF frameworks simply average over them, leading to inaccurate rewards and poor performance for individual subgroups. To address the need for pluralistic alignment, we develop a class of multimodal RLHF methods. Our proposed techniques are based on a latent variable formulation - inferring a novel user-specific latent and learning reward models and policies conditioned on this latent without additional user-specific data. While conceptually simple, we show that in practice, this reward modeling requires careful algorithmic considerations around model architecture and reward scaling. To empirically validate our proposed technique, we first show that it can provide a way to combat underspecification in simulated control problems, inferring and optimizing user-specific reward functions. Next, we conduct experiments on pluralistic language datasets representing diverse user preferences and demonstrate improved reward function accuracy. We additionally show the benefits of this probabilistic framework in terms of measuring uncertainty, and actively learning user preferences. This work enables learning from diverse populations of users with divergent preferences, an important challenge that naturally occurs in problems from robot learning to foundation model alignment.
Semi-Supervised Reward Modeling via Iterative Self-Training
Reward models (RM) capture the values and preferences of humans and play a central role in Reinforcement Learning with Human Feedback (RLHF) to align pretrained large language models (LLMs). Traditionally, training these models relies on extensive human-annotated preference data, which poses significant challenges in terms of scalability and cost. To overcome these limitations, we propose Semi-Supervised Reward Modeling (SSRM), an approach that enhances RM training using unlabeled data. Given an unlabeled dataset, SSRM involves three key iterative steps: pseudo-labeling unlabeled examples, selecting high-confidence examples through a confidence threshold, and supervised finetuning on the refined dataset. Across extensive experiments on various model configurations, we demonstrate that SSRM significantly improves reward models without incurring additional labeling costs. Notably, SSRM can achieve performance comparable to models trained entirely on labeled data of equivalent volumes. Overall, SSRM substantially reduces the dependency on large volumes of human-annotated data, thereby decreasing the overall cost and time involved in training effective reward models.
Hierarchies of Reward Machines
Reward machines (RMs) are a recent formalism for representing the reward function of a reinforcement learning task through a finite-state machine whose edges encode subgoals of the task using high-level events. The structure of RMs enables the decomposition of a task into simpler and independently solvable subtasks that help tackle long-horizon and/or sparse reward tasks. We propose a formalism for further abstracting the subtask structure by endowing an RM with the ability to call other RMs, thus composing a hierarchy of RMs (HRM). We exploit HRMs by treating each call to an RM as an independently solvable subtask using the options framework, and describe a curriculum-based method to learn HRMs from traces observed by the agent. Our experiments reveal that exploiting a handcrafted HRM leads to faster convergence than with a flat HRM, and that learning an HRM is feasible in cases where its equivalent flat representation is not.
Discovering and Exploiting Sparse Rewards in a Learned Behavior Space
Learning optimal policies in sparse rewards settings is difficult as the learning agent has little to no feedback on the quality of its actions. In these situations, a good strategy is to focus on exploration, hopefully leading to the discovery of a reward signal to improve on. A learning algorithm capable of dealing with this kind of settings has to be able to (1) explore possible agent behaviors and (2) exploit any possible discovered reward. Efficient exploration algorithms have been proposed that require to define a behavior space, that associates to an agent its resulting behavior in a space that is known to be worth exploring. The need to define this space is a limitation of these algorithms. In this work, we introduce STAX, an algorithm designed to learn a behavior space on-the-fly and to explore it while efficiently optimizing any reward discovered. It does so by separating the exploration and learning of the behavior space from the exploitation of the reward through an alternating two-steps process. In the first step, STAX builds a repertoire of diverse policies while learning a low-dimensional representation of the high-dimensional observations generated during the policies evaluation. In the exploitation step, emitters are used to optimize the performance of the discovered rewarding solutions. Experiments conducted on three different sparse reward environments show that STAX performs comparably to existing baselines while requiring much less prior information about the task as it autonomously builds the behavior space.
Self-supervised Preference Optimization: Enhance Your Language Model with Preference Degree Awareness
Recently, there has been significant interest in replacing the reward model in Reinforcement Learning with Human Feedback (RLHF) methods for Large Language Models (LLMs), such as Direct Preference Optimization (DPO) and its variants. These approaches commonly use a binary cross-entropy mechanism on pairwise samples, i.e., minimizing and maximizing the loss based on preferred or dis-preferred responses, respectively. However, while this training strategy omits the reward model, it also overlooks the varying preference degrees within different responses. We hypothesize that this is a key factor hindering LLMs from sufficiently understanding human preferences. To address this problem, we propose a novel Self-supervised Preference Optimization (SPO) framework, which constructs a self-supervised preference degree loss combined with the alignment loss, thereby helping LLMs improve their ability to understand the degree of preference. Extensive experiments are conducted on two widely used datasets of different tasks. The results demonstrate that SPO can be seamlessly integrated with existing preference optimization methods and significantly boost their performance to achieve state-of-the-art performance. We also conduct detailed analyses to offer comprehensive insights into SPO, which verifies its effectiveness. The code is available at https://github.com/lijian16/SPO.
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.
Derivative-Free Guidance in Continuous and Discrete Diffusion Models with Soft Value-Based Decoding
Diffusion models excel at capturing the natural design spaces of images, molecules, DNA, RNA, and protein sequences. However, rather than merely generating designs that are natural, we often aim to optimize downstream reward functions while preserving the naturalness of these design spaces. Existing methods for achieving this goal often require ``differentiable'' proxy models (e.g., classifier guidance or DPS) or involve computationally expensive fine-tuning of diffusion models (e.g., classifier-free guidance, RL-based fine-tuning). In our work, we propose a new method to address these challenges. Our algorithm is an iterative sampling method that integrates soft value functions, which looks ahead to how intermediate noisy states lead to high rewards in the future, into the standard inference procedure of pre-trained diffusion models. Notably, our approach avoids fine-tuning generative models and eliminates the need to construct differentiable models. This enables us to (1) directly utilize non-differentiable features/reward feedback, commonly used in many scientific domains, and (2) apply our method to recent discrete diffusion models in a principled way. Finally, we demonstrate the effectiveness of our algorithm across several domains, including image generation, molecule generation, and DNA/RNA sequence generation. The code is available at https://github.com/masa-ue/SVDD{https://github.com/masa-ue/SVDD}.
Reward Reports for Reinforcement Learning
Building systems that are good for society in the face of complex societal effects requires a dynamic approach. Recent approaches to machine learning (ML) documentation have demonstrated the promise of discursive frameworks for deliberation about these complexities. However, these developments have been grounded in a static ML paradigm, leaving the role of feedback and post-deployment performance unexamined. Meanwhile, recent work in reinforcement learning has shown that the effects of feedback and optimization objectives on system behavior can be wide-ranging and unpredictable. In this paper we sketch a framework for documenting deployed and iteratively updated learning systems, which we call Reward Reports. Taking inspiration from various contributions to the technical literature on reinforcement learning, we outline Reward Reports as living documents that track updates to design choices and assumptions behind what a particular automated system is optimizing for. They are intended to track dynamic phenomena arising from system deployment, rather than merely static properties of models or data. After presenting the elements of a Reward Report, we discuss a concrete example: Meta's BlenderBot 3 chatbot. Several others for game-playing (DeepMind's MuZero), content recommendation (MovieLens), and traffic control (Project Flow) are included in the appendix.
Models of human preference for learning reward functions
The utility of reinforcement learning is limited by the alignment of reward functions with the interests of human stakeholders. One promising method for alignment is to learn the reward function from human-generated preferences between pairs of trajectory segments, a type of reinforcement learning from human feedback (RLHF). These human preferences are typically assumed to be informed solely by partial return, the sum of rewards along each segment. We find this assumption to be flawed and propose modeling human preferences instead as informed by each segment's regret, a measure of a segment's deviation from optimal decision-making. Given infinitely many preferences generated according to regret, we prove that we can identify a reward function equivalent to the reward function that generated those preferences, and we prove that the previous partial return model lacks this identifiability property in multiple contexts. We empirically show that our proposed regret preference model outperforms the partial return preference model with finite training data in otherwise the same setting. Additionally, we find that our proposed regret preference model better predicts real human preferences and also learns reward functions from these preferences that lead to policies that are better human-aligned. Overall, this work establishes that the choice of preference model is impactful, and our proposed regret preference model provides an improvement upon a core assumption of recent research. We have open sourced our experimental code, the human preferences dataset we gathered, and our training and preference elicitation interfaces for gathering a such a dataset.
Robot Fine-Tuning Made Easy: Pre-Training Rewards and Policies for Autonomous Real-World Reinforcement Learning
The pre-train and fine-tune paradigm in machine learning has had dramatic success in a wide range of domains because the use of existing data or pre-trained models on the internet enables quick and easy learning of new tasks. We aim to enable this paradigm in robotic reinforcement learning, allowing a robot to learn a new task with little human effort by leveraging data and models from the Internet. However, reinforcement learning often requires significant human effort in the form of manual reward specification or environment resets, even if the policy is pre-trained. We introduce RoboFuME, a reset-free fine-tuning system that pre-trains a multi-task manipulation policy from diverse datasets of prior experiences and self-improves online to learn a target task with minimal human intervention. Our insights are to utilize calibrated offline reinforcement learning techniques to ensure efficient online fine-tuning of a pre-trained policy in the presence of distribution shifts and leverage pre-trained vision language models (VLMs) to build a robust reward classifier for autonomously providing reward signals during the online fine-tuning process. In a diverse set of five real robot manipulation tasks, we show that our method can incorporate data from an existing robot dataset collected at a different institution and improve on a target task within as little as 3 hours of autonomous real-world experience. We also demonstrate in simulation experiments that our method outperforms prior works that use different RL algorithms or different approaches for predicting rewards. Project website: https://robofume.github.io
Reinforcement Learning Enhanced LLMs: A Survey
This paper surveys research in the rapidly growing field of enhancing large language models (LLMs) with reinforcement learning (RL), a technique that enables LLMs to improve their performance by receiving feedback in the form of rewards based on the quality of their outputs, allowing them to generate more accurate, coherent, and contextually appropriate responses. In this work, we make a systematic review of the most up-to-date state of knowledge on RL-enhanced LLMs, attempting to consolidate and analyze the rapidly growing research in this field, helping researchers understand the current challenges and advancements. Specifically, we (1) detail the basics of RL; (2) introduce popular RL-enhanced LLMs; (3) review researches on two widely-used reward model-based RL techniques: Reinforcement Learning from Human Feedback (RLHF) and Reinforcement Learning from AI Feedback (RLAIF); and (4) explore Direct Preference Optimization (DPO), a set of methods that bypass the reward model to directly use human preference data for aligning LLM outputs with human expectations. We will also point out current challenges and deficiencies of existing methods and suggest some avenues for further improvements. Project page of this work can be found at: https://github.com/ShuheWang1998/Reinforcement-Learning-Enhanced-LLMs-A-Survey.
Distill Not Only Data but Also Rewards: Can Smaller Language Models Surpass Larger Ones?
Distilling large language models (LLMs) typically involves transferring the teacher model's responses through supervised fine-tuning (SFT). However, this approach neglects the potential to distill both data (output content) and reward signals (quality evaluations). Extracting reliable reward signals directly from teacher models is challenging, as LLMs are optimized for generation rather than evaluation, often resulting in biased or inconsistent assessments. To address this limitation, we propose a novel distillation pipeline that transfers both responses and rewards. Our method generates pseudo-rewards through a self-supervised mechanism that leverages the inherent structure of both teacher and student responses, enabling reward learning without explicit external evaluation. The reward model subsequently guides reinforcement learning (RL), allowing iterative refinement of the student model after an SFT warm-up phase. Experiments on GSM8K and MMLU-PRO demonstrate that our method consistently outperforms traditional SFT-based approaches, enabling student models to surpass the performance of their teachers. This work highlights the potential for scalable, efficient distillation through structured self-supervised reward learning, reducing dependence on external reward supervision.
Rewarding Progress: Scaling Automated Process Verifiers for LLM Reasoning
A promising approach for improving reasoning in large language models is to use process reward models (PRMs). PRMs provide feedback at each step of a multi-step reasoning trace, potentially improving credit assignment over outcome reward models (ORMs) that only provide feedback at the final step. However, collecting dense, per-step human labels is not scalable, and training PRMs from automatically-labeled data has thus far led to limited gains. To improve a base policy by running search against a PRM or using it as dense rewards for reinforcement learning (RL), we ask: "How should we design process rewards?". Our key insight is that, to be effective, the process reward for a step should measure progress: a change in the likelihood of producing a correct response in the future, before and after taking the step, corresponding to the notion of step-level advantages in RL. Crucially, this progress should be measured under a prover policy distinct from the base policy. We theoretically characterize the set of good provers and our results show that optimizing process rewards from such provers improves exploration during test-time search and online RL. In fact, our characterization shows that weak prover policies can substantially improve a stronger base policy, which we also observe empirically. We validate our claims by training process advantage verifiers (PAVs) to predict progress under such provers, and show that compared to ORMs, test-time search against PAVs is >8% more accurate, and 1.5-5times more compute-efficient. Online RL with dense rewards from PAVs enables one of the first results with 5-6times gain in sample efficiency, and >6% gain in accuracy, over ORMs.
InternLM-XComposer2.5-Reward: A Simple Yet Effective Multi-Modal Reward Model
Despite the promising performance of Large Vision Language Models (LVLMs) in visual understanding, they occasionally generate incorrect outputs. While reward models (RMs) with reinforcement learning or test-time scaling offer the potential for improving generation quality, a critical gap remains: publicly available multi-modal RMs for LVLMs are scarce, and the implementation details of proprietary models are often unclear. We bridge this gap with InternLM-XComposer2.5-Reward (IXC-2.5-Reward), a simple yet effective multi-modal reward model that aligns LVLMs with human preferences. To ensure the robustness and versatility of IXC-2.5-Reward, we set up a high-quality multi-modal preference corpus spanning text, image, and video inputs across diverse domains, such as instruction following, general understanding, text-rich documents, mathematical reasoning, and video understanding. IXC-2.5-Reward achieves excellent results on the latest multi-modal reward model benchmark and shows competitive performance on text-only reward model benchmarks. We further demonstrate three key applications of IXC-2.5-Reward: (1) Providing a supervisory signal for RL training. We integrate IXC-2.5-Reward with Proximal Policy Optimization (PPO) yields IXC-2.5-Chat, which shows consistent improvements in instruction following and multi-modal open-ended dialogue; (2) Selecting the best response from candidate responses for test-time scaling; and (3) Filtering outlier or noisy samples from existing image and video instruction tuning training data. To ensure reproducibility and facilitate further research, we have open-sourced all model weights and training recipes at https://github.com/InternLM/InternLM-XComposer
Identifying Copeland Winners in Dueling Bandits with Indifferences
We consider the task of identifying the Copeland winner(s) in a dueling bandits problem with ternary feedback. This is an underexplored but practically relevant variant of the conventional dueling bandits problem, in which, in addition to strict preference between two arms, one may observe feedback in the form of an indifference. We provide a lower bound on the sample complexity for any learning algorithm finding the Copeland winner(s) with a fixed error probability. Moreover, we propose POCOWISTA, an algorithm with a sample complexity that almost matches this lower bound, and which shows excellent empirical performance, even for the conventional dueling bandits problem. For the case where the preference probabilities satisfy a specific type of stochastic transitivity, we provide a refined version with an improved worst case sample complexity.
Statistical Rejection Sampling Improves Preference Optimization
Improving the alignment of language models with human preferences remains an active research challenge. Previous approaches have primarily utilized Reinforcement Learning from Human Feedback (RLHF) via online RL methods such as Proximal Policy Optimization (PPO). Recently, offline methods such as Sequence Likelihood Calibration (SLiC) and Direct Preference Optimization (DPO) have emerged as attractive alternatives, offering improvements in stability and scalability while maintaining competitive performance. SLiC refines its loss function using sequence pairs sampled from a supervised fine-tuned (SFT) policy, while DPO directly optimizes language models based on preference data, foregoing the need for a separate reward model. However, the maximum likelihood estimator (MLE) of the target optimal policy requires labeled preference pairs sampled from that policy. DPO's lack of a reward model constrains its ability to sample preference pairs from the optimal policy, and SLiC is restricted to sampling preference pairs only from the SFT policy. To address these limitations, we introduce a novel approach called Statistical Rejection Sampling Optimization (RSO) that aims to source preference data from the target optimal policy using rejection sampling, enabling a more accurate estimation of the optimal policy. We also propose a unified framework that enhances the loss functions used in both SLiC and DPO from a preference modeling standpoint. Through extensive experiments across three diverse tasks, we demonstrate that RSO consistently outperforms both SLiC and DPO on evaluations from both Large Language Model (LLM) and human raters.
Preference-based Online Learning with Dueling Bandits: A Survey
In machine learning, the notion of multi-armed bandits refers to a class of online learning problems, in which an agent is supposed to simultaneously explore and exploit a given set of choice alternatives in the course of a sequential decision process. In the standard setting, the agent learns from stochastic feedback in the form of real-valued rewards. In many applications, however, numerical reward signals are not readily available -- instead, only weaker information is provided, in particular relative preferences in the form of qualitative comparisons between pairs of alternatives. This observation has motivated the study of variants of the multi-armed bandit problem, in which more general representations are used both for the type of feedback to learn from and the target of prediction. The aim of this paper is to provide a survey of the state of the art in this field, referred to as preference-based multi-armed bandits or dueling bandits. To this end, we provide an overview of problems that have been considered in the literature as well as methods for tackling them. Our taxonomy is mainly based on the assumptions made by these methods about the data-generating process and, related to this, the properties of the preference-based feedback.
Reinforcement Learning with Goal-Distance Gradient
Reinforcement learning usually uses the feedback rewards of environmental to train agents. But the rewards in the actual environment are sparse, and even some environments will not rewards. Most of the current methods are difficult to get good performance in sparse reward or non-reward environments. Although using shaped rewards is effective when solving sparse reward tasks, it is limited to specific problems and learning is also susceptible to local optima. We propose a model-free method that does not rely on environmental rewards to solve the problem of sparse rewards in the general environment. Our method use the minimum number of transitions between states as the distance to replace the rewards of environmental, and proposes a goal-distance gradient to achieve policy improvement. We also introduce a bridge point planning method based on the characteristics of our method to improve exploration efficiency, thereby solving more complex tasks. Experiments show that our method performs better on sparse reward and local optimal problems in complex environments than previous work.
Efficient Episodic Memory Utilization of Cooperative Multi-Agent Reinforcement Learning
In cooperative multi-agent reinforcement learning (MARL), agents aim to achieve a common goal, such as defeating enemies or scoring a goal. Existing MARL algorithms are effective but still require significant learning time and often get trapped in local optima by complex tasks, subsequently failing to discover a goal-reaching policy. To address this, we introduce Efficient episodic Memory Utilization (EMU) for MARL, with two primary objectives: (a) accelerating reinforcement learning by leveraging semantically coherent memory from an episodic buffer and (b) selectively promoting desirable transitions to prevent local convergence. To achieve (a), EMU incorporates a trainable encoder/decoder structure alongside MARL, creating coherent memory embeddings that facilitate exploratory memory recall. To achieve (b), EMU introduces a novel reward structure called episodic incentive based on the desirability of states. This reward improves the TD target in Q-learning and acts as an additional incentive for desirable transitions. We provide theoretical support for the proposed incentive and demonstrate the effectiveness of EMU compared to conventional episodic control. The proposed method is evaluated in StarCraft II and Google Research Football, and empirical results indicate further performance improvement over state-of-the-art methods.
Reusing Embeddings: Reproducible Reward Model Research in Large Language Model Alignment without GPUs
Large Language Models (LLMs) have made substantial strides in structured tasks through Reinforcement Learning (RL), demonstrating proficiency in mathematical reasoning and code generation. However, applying RL in broader domains like chatbots and content generation -- through the process known as Reinforcement Learning from Human Feedback (RLHF) -- presents unique challenges. Reward models in RLHF are critical, acting as proxies that evaluate the alignment of LLM outputs with human intent. Despite advancements, the development of reward models is hindered by challenges such as computational heavy training, costly evaluation, and therefore poor reproducibility. We advocate for using embedding-based input in reward model research as an accelerated solution to those challenges. By leveraging embeddings for reward modeling, we can enhance reproducibility, reduce computational demands on hardware, improve training stability, and significantly reduce training and evaluation costs, hence facilitating fair and efficient comparisons in this active research area. We then show a case study of reproducing existing reward model ensemble research using embedding-based reward models. We discussed future avenues for research, aiming to contribute to safer and more effective LLM deployments.
Ctrl-U: Robust Conditional Image Generation via Uncertainty-aware Reward Modeling
In this paper, we focus on the task of conditional image generation, where an image is synthesized according to user instructions. The critical challenge underpinning this task is ensuring both the fidelity of the generated images and their semantic alignment with the provided conditions. To tackle this issue, previous studies have employed supervised perceptual losses derived from pre-trained models, i.e., reward models, to enforce alignment between the condition and the generated result. However, we observe one inherent shortcoming: considering the diversity of synthesized images, the reward model usually provides inaccurate feedback when encountering newly generated data, which can undermine the training process. To address this limitation, we propose an uncertainty-aware reward modeling, called Ctrl-U, including uncertainty estimation and uncertainty-aware regularization, designed to reduce the adverse effects of imprecise feedback from the reward model. Given the inherent cognitive uncertainty within reward models, even images generated under identical conditions often result in a relatively large discrepancy in reward loss. Inspired by the observation, we explicitly leverage such prediction variance as an uncertainty indicator. Based on the uncertainty estimation, we regularize the model training by adaptively rectifying the reward. In particular, rewards with lower uncertainty receive higher loss weights, while those with higher uncertainty are given reduced weights to allow for larger variability. The proposed uncertainty regularization facilitates reward fine-tuning through consistency construction. Extensive experiments validate the effectiveness of our methodology in improving the controllability and generation quality, as well as its scalability across diverse conditional scenarios. Code will soon be available at https://grenoble-zhang.github.io/Ctrl-U-Page/.
ReST-MCTS*: LLM Self-Training via Process Reward Guided Tree Search
Recent methodologies in LLM self-training mostly rely on LLM generating responses and filtering those with correct output answers as training data. This approach often yields a low-quality fine-tuning training set (e.g., incorrect plans or intermediate reasoning). In this paper, we develop a reinforced self-training approach, called ReST-MCTS*, based on integrating process reward guidance with tree search MCTS* for collecting higher-quality reasoning traces as well as per-step value to train policy and reward models. ReST-MCTS* circumvents the per-step manual annotation typically used to train process rewards by tree-search-based reinforcement learning: Given oracle final correct answers, ReST-MCTS* is able to infer the correct process rewards by estimating the probability this step can help lead to the correct answer. These inferred rewards serve dual purposes: they act as value targets for further refining the process reward model and also facilitate the selection of high-quality traces for policy model self-training. We first show that the tree-search policy in ReST-MCTS* achieves higher accuracy compared with prior LLM reasoning baselines such as Best-of-N and Tree-of-Thought, within the same search budget. We then show that by using traces searched by this tree-search policy as training data, we can continuously enhance the three language models for multiple iterations, and outperform other self-training algorithms such as ReST^EM and Self-Rewarding LM.
Few-shot In-Context Preference Learning Using Large Language Models
Designing reward functions is a core component of reinforcement learning but can be challenging for truly complex behavior. Reinforcement Learning from Human Feedback (RLHF) has been used to alleviate this challenge by replacing a hand-coded reward function with a reward function learned from preferences. However, it can be exceedingly inefficient to learn these rewards as they are often learned tabula rasa. We investigate whether Large Language Models (LLMs) can reduce this query inefficiency by converting an iterative series of human preferences into code representing the rewards. We propose In-Context Preference Learning (ICPL), a method that uses the grounding of an LLM to accelerate learning reward functions from preferences. ICPL takes the environment context and task description, synthesizes a set of reward functions, and then repeatedly updates the reward functions using human rankings of videos of the resultant policies. Using synthetic preferences, we demonstrate that ICPL is orders of magnitude more efficient than RLHF and is even competitive with methods that use ground-truth reward functions instead of preferences. Finally, we perform a series of human preference-learning trials and observe that ICPL extends beyond synthetic settings and can work effectively with humans-in-the-loop. Additional information and videos are provided at https://sites.google.com/view/few-shot-icpl/home.
Helping or Herding? Reward Model Ensembles Mitigate but do not Eliminate Reward Hacking
Reward models play a key role in aligning language model applications towards human preferences. However, this setup creates an incentive for the language model to exploit errors in the reward model to achieve high estimated reward, a phenomenon often termed reward hacking. A natural mitigation is to train an ensemble of reward models, aggregating over model outputs to obtain a more robust reward estimate. We explore the application of reward ensembles to alignment at both training time (through reinforcement learning) and inference time (through reranking). First, we show that reward models are underspecified: reward models that perform similarly in-distribution can yield very different rewards when used in alignment, due to distribution shift. Second, underspecification results in overoptimization, where alignment to one reward model does not improve reward as measured by another reward model trained on the same data. Third, overoptimization is mitigated by the use of reward ensembles, and ensembles that vary by their pretraining seeds lead to better generalization than ensembles that differ only by their fine-tuning seeds, with both outperforming individual reward models. However, even pretrain reward ensembles do not eliminate reward hacking: we show several qualitative reward hacking phenomena that are not mitigated by ensembling because all reward models in the ensemble exhibit similar error patterns.
Self-Rewarding Language Models
We posit that to achieve superhuman agents, future models require superhuman feedback in order to provide an adequate training signal. Current approaches commonly train reward models from human preferences, which may then be bottlenecked by human performance level, and secondly these separate frozen reward models cannot then learn to improve during LLM training. In this work, we study Self-Rewarding Language Models, where the language model itself is used via LLM-as-a-Judge prompting to provide its own rewards during training. We show that during Iterative DPO training that not only does instruction following ability improve, but also the ability to provide high-quality rewards to itself. Fine-tuning Llama 2 70B on three iterations of our approach yields a model that outperforms many existing systems on the AlpacaEval 2.0 leaderboard, including Claude 2, Gemini Pro, and GPT-4 0613. While only a preliminary study, this work opens the door to the possibility of models that can continually improve in both axes.
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.
B-STaR: Monitoring and Balancing Exploration and Exploitation in Self-Taught Reasoners
In the absence of extensive human-annotated data for complex reasoning tasks, self-improvement -- where models are trained on their own outputs -- has emerged as a primary method for enhancing performance. However, the critical factors underlying the mechanism of these iterative self-improving methods remain poorly understood, such as under what conditions self-improvement is effective, and what are the bottlenecks in the current iterations. In this work, we identify and propose methods to monitor two pivotal factors in this iterative process: (1) the model's ability to generate sufficiently diverse responses (exploration); and (2) the effectiveness of external rewards in distinguishing high-quality candidates from lower-quality ones (exploitation). Using mathematical reasoning as a case study, we begin with a quantitative analysis to track the dynamics of exploration and exploitation, discovering that a model's exploratory capabilities rapidly deteriorate over iterations, and the effectiveness of exploiting external rewards diminishes as well. Motivated by these findings, we introduce B-STaR, a Self-Taught Reasoning framework that autonomously adjusts configurations across iterations to Balance exploration and exploitation, thereby optimizing the self-improving effectiveness based on the current policy model and available rewards. Our experiments on mathematical reasoning, coding, and commonsense reasoning demonstrate that B-STaR not only enhances the model's exploratory capabilities throughout training but also achieves a more effective balance between exploration and exploitation, leading to superior performance.
Just Say What You Want: Only-prompting Self-rewarding Online Preference Optimization
We address the challenge of online Reinforcement Learning from Human Feedback (RLHF) with a focus on self-rewarding alignment methods. In online RLHF, obtaining feedback requires interaction with the environment, which can be costly when using additional reward models or the GPT-4 API. Current self-rewarding approaches rely heavily on the discriminator's judgment capabilities, which are effective for large-scale models but challenging to transfer to smaller ones. To address these limitations, we propose a novel, only-prompting self-rewarding online algorithm that generates preference datasets without relying on judgment capabilities. Additionally, we employ fine-grained arithmetic control over the optimality gap between positive and negative examples, generating more hard negatives in the later stages of training to help the model better capture subtle human preferences. Finally, we conduct extensive experiments on two base models, Mistral-7B and Mistral-Instruct-7B, which significantly bootstrap the performance of the reference model, achieving 34.5% in the Length-controlled Win Rates of AlpacaEval 2.0.
Pairwise RM: Perform Best-of-N Sampling with Knockout Tournament
Best-of-N (BoN) sampling, a common strategy for test-time scaling of Large Language Models (LLMs), relies on reward models to select the best candidate solution from multiple generations. However, traditional reward models often assign arbitrary and inconsistent scores, limiting their effectiveness. To address this, we propose a Pairwise Reward Model (Pairwise RM) combined with a knockout tournament for BoN sampling. Instead of assigning absolute scores, given one math problem, Pairwise RM evaluates two candidate solutions' correctness simultaneously. This approach eliminates the need for arbitrary scoring and enables cross-validation of solutions through parallel comparison. In the knockout tournament, Pairwise RM conducts pairwise comparisons between candidate solutions and eliminates the incorrect ones iteratively. We construct \ourdataset, a large-scale dataset of 443K pairwise comparisons derived from NumiaMath and annotated using gemini-1.5-flash, and train the Pairwise RM via supervised fine-tuning. Experiments on MATH-500 and the Olympiad Bench demonstrate significant improvements over traditional discriminative reward models. And a 40\% to 60\% relative improvement is achieved on the top 50\% challenging problems.
Reward Gaming in Conditional Text Generation
To align conditional text generation model outputs with desired behaviors, there has been an increasing focus on training the model using reinforcement learning (RL) with reward functions learned from human annotations. Under this framework, we identify three common cases where high rewards are incorrectly assigned to undesirable patterns: noise-induced spurious correlation, naturally occurring spurious correlation, and covariate shift. We show that even though learned metrics achieve high performance on the distribution of the data used to train the reward function, the undesirable patterns may be amplified during RL training of the text generation model. While there has been discussion about reward gaming in the RL or safety community, in this discussion piece, we would like to highlight reward gaming in the natural language generation (NLG) community using concrete conditional text generation examples and discuss potential fixes and areas for future work.
DRLC: Reinforcement Learning with Dense Rewards from LLM Critic
Reinforcement learning (RL) can align language models with non-differentiable reward signals, such as human preferences. However, a major challenge arises from the sparsity of these reward signals - typically, there is only one reward for the entire generation. This sparsity of rewards can lead to inefficient and unstable learning. In this paper, we introduce a novel framework leveraging the critique ability of LLMs to produce dense rewards throughout the learning process. Our approach incorporates a critic language model alongside the policy model. This critic is prompted with the task description, question, policy model's output, and environment's reward signal as input, and provides token or span-level dense rewards that reflect the quality of each segment of the output. We assess our approach on three text generation tasks: sentiment control, language model detoxification, and summarization. Experimental results show that incorporating artificial dense rewards in training yields consistent performance gains over the PPO baseline with holistic rewards. Furthermore, in a setting where the same model serves as both policy and critic, we demonstrate that "self-critique" rewards also boost learning efficiency.
Iterative Data Smoothing: Mitigating Reward Overfitting and Overoptimization in RLHF
Reinforcement Learning from Human Feedback (RLHF) is a pivotal technique that aligns language models closely with human-centric values. The initial phase of RLHF involves learning human values using a reward model from ranking data. It is observed that the performance of the reward model degrades after one epoch of training, and optimizing too much against the learned reward model eventually hinders the true objective. This paper delves into these issues, leveraging the theoretical insights to design improved reward learning algorithm termed 'Iterative Data Smoothing' (IDS). The core idea is that during each training epoch, we not only update the model with the data, but also update the date using the model, replacing hard labels with soft labels. Our empirical findings highlight the superior performance of this approach over the traditional methods.
ODIN: Disentangled Reward Mitigates Hacking in RLHF
In this work, we study the issue of reward hacking on the response length, a challenge emerging in Reinforcement Learning from Human Feedback (RLHF) on LLMs. A well-formatted, verbose but less helpful response from the LLMs can often deceive LLMs or even human evaluators to achieve high scores. The same issue also holds for some reward models in RL. To address the challenges in both training and evaluation, we establish a more reliable evaluation protocol for comparing different training configurations, which inspects the trade-off between LLM evaluation score and response length obtained by varying training hyperparameters. Based on this evaluation, we conduct large-scale studies, where the results shed insights into the efficacy of hyperparameters and tricks used in RL on mitigating length bias. We further propose to improve the reward model by jointly training two linear heads on shared feature representations to predict the rewards, one trained to correlate with length, and the other trained to decorrelate with length and therefore focus more on the actual content. We then discard the length head in RL to prevent reward hacking on length. Experiments demonstrate that our approach almost eliminates the reward correlation with length, and improves the obtained policy by a significant margin.
Improving Reinforcement Learning from Human Feedback Using Contrastive Rewards
Reinforcement learning from human feedback (RLHF) is the mainstream paradigm used to align large language models (LLMs) with human preferences. Yet existing RLHF heavily relies on accurate and informative reward models, which are vulnerable and sensitive to noise from various sources, e.g. human labeling errors, making the pipeline fragile. In this work, we improve the effectiveness of the reward model by introducing a penalty term on the reward, named as contrastive rewards. %Contrastive rewards Our approach involves two steps: (1) an offline sampling step to obtain responses to prompts that serve as baseline calculation and (2) a contrastive reward calculated using the baseline responses and used in the Proximal Policy Optimization (PPO) step. We show that contrastive rewards enable the LLM to penalize reward uncertainty, improve robustness, encourage improvement over baselines, calibrate according to task difficulty, and reduce variance in PPO. We show empirically contrastive rewards can improve RLHF substantially, evaluated by both GPTs and humans, and our method consistently outperforms strong baselines.
DreamSmooth: Improving Model-based Reinforcement Learning via Reward Smoothing
Model-based reinforcement learning (MBRL) has gained much attention for its ability to learn complex behaviors in a sample-efficient way: planning actions by generating imaginary trajectories with predicted rewards. Despite its success, we found that surprisingly, reward prediction is often a bottleneck of MBRL, especially for sparse rewards that are challenging (or even ambiguous) to predict. Motivated by the intuition that humans can learn from rough reward estimates, we propose a simple yet effective reward smoothing approach, DreamSmooth, which learns to predict a temporally-smoothed reward, instead of the exact reward at the given timestep. We empirically show that DreamSmooth achieves state-of-the-art performance on long-horizon sparse-reward tasks both in sample efficiency and final performance without losing performance on common benchmarks, such as Deepmind Control Suite and Atari benchmarks.
DPO Meets PPO: Reinforced Token Optimization for RLHF
In the classical Reinforcement Learning from Human Feedback (RLHF) framework, Proximal Policy Optimization (PPO) is employed to learn from sparse, sentence-level rewards -- a challenging scenario in traditional deep reinforcement learning. Despite the great successes of PPO in the alignment of state-of-the-art closed-source large language models (LLMs), its open-source implementation is still largely sub-optimal, as widely reported by numerous research studies. To address these issues, we introduce a framework that models RLHF problems as a Markov decision process (MDP), enabling the capture of fine-grained token-wise information. Furthermore, we provide theoretical insights that demonstrate the superiority of our MDP framework over the previous sentence-level bandit formulation. Under this framework, we introduce an algorithm, dubbed as Reinforced Token Optimization (RTO), which learns the token-wise reward function from preference data and performs policy optimization based on this learned token-wise reward signal. Theoretically, RTO is proven to have the capability of finding the near-optimal policy sample-efficiently. For its practical implementation, RTO innovatively integrates Direct Preference Optimization (DPO) and PPO. DPO, originally derived from sparse sentence rewards, surprisingly provides us with a token-wise characterization of response quality, which is seamlessly incorporated into our subsequent PPO training stage. Extensive real-world alignment experiments verify the effectiveness of the proposed approach.
MedS^3: Towards Medical Small Language Models with Self-Evolved Slow Thinking
Medical language models (MLMs) have become pivotal in advancing medical natural language processing. However, prior models that rely on pre-training or supervised fine-tuning often exhibit low data efficiency and limited practicality in real-world clinical applications. While OpenAIs O1 highlights test-time scaling in mathematics, attempts to replicate this approach in medicine typically distill responses from GPT-series models to open-source models, focusing primarily on multiple-choice tasks. This strategy, though straightforward, neglects critical concerns like data privacy and realistic deployment in clinical settings. In this work, we present a deployable, small-scale medical language model, \mone, designed for long-chain reasoning in clinical tasks using a self-evolution paradigm. Starting with a seed dataset of around 8,000 instances spanning five domains and 16 datasets, we prompt a base policy model to perform Monte Carlo Tree Search (MCTS) to construct verifiable reasoning chains. Each reasoning step is assigned an evolution rollout value, allowing verified trajectories to train the policy model and the reward model. During inference, the policy model generates multiple responses, and the reward model selects the one with the highest reward score. Experiments on eleven evaluation datasets demonstrate that \mone outperforms prior open-source models by 2 points, with the addition of the reward model further boosting performance (sim13 points), surpassing GPT-4o-mini. Code and data are available at https://github.com/pixas/MedSSS.
Is Curiosity All You Need? On the Utility of Emergent Behaviours from Curious Exploration
Curiosity-based reward schemes can present powerful exploration mechanisms which facilitate the discovery of solutions for complex, sparse or long-horizon tasks. However, as the agent learns to reach previously unexplored spaces and the objective adapts to reward new areas, many behaviours emerge only to disappear due to being overwritten by the constantly shifting objective. We argue that merely using curiosity for fast environment exploration or as a bonus reward for a specific task does not harness the full potential of this technique and misses useful skills. Instead, we propose to shift the focus towards retaining the behaviours which emerge during curiosity-based learning. We posit that these self-discovered behaviours serve as valuable skills in an agent's repertoire to solve related tasks. Our experiments demonstrate the continuous shift in behaviour throughout training and the benefits of a simple policy snapshot method to reuse discovered behaviour for transfer tasks.
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.
Finding the Sweet Spot: Preference Data Construction for Scaling Preference Optimization
Iterative data generation and model retraining are widely used to align large language models (LLMs). It typically involves a policy model to generate on-policy responses and a reward model to guide training data selection. Direct Preference Optimization (DPO) further enhances this process by constructing preference pairs of chosen and rejected responses. In this work, we aim to scale up the number of on-policy samples via repeated random sampling to improve alignment performance. Conventional practice selects the sample with the highest reward as chosen and the lowest as rejected for DPO. However, our experiments reveal that this strategy leads to a decline in performance as the sample size increases. To address this, we investigate preference data construction through the lens of underlying normal distribution of sample rewards. We categorize the reward space into seven representative points and systematically explore all 21 (C_7^2) pairwise combinations. Through evaluations on four models using AlpacaEval 2, we find that selecting the rejected response at reward position mu - 2sigma rather than the minimum reward, is crucial for optimal performance. We finally introduce a scalable preference data construction strategy that consistently enhances model performance as the sample scale increases.
Combinatorial Bandits for Maximum Value Reward Function under Max Value-Index Feedback
We consider a combinatorial multi-armed bandit problem for maximum value reward function under maximum value and index feedback. This is a new feedback structure that lies in between commonly studied semi-bandit and full-bandit feedback structures. We propose an algorithm and provide a regret bound for problem instances with stochastic arm outcomes according to arbitrary distributions with finite supports. The regret analysis rests on considering an extended set of arms, associated with values and probabilities of arm outcomes, and applying a smoothness condition. Our algorithm achieves a O((k/Delta)log(T)) distribution-dependent and a O(T) distribution-independent regret where k is the number of arms selected in each round, Delta is a distribution-dependent reward gap and T is the horizon time. Perhaps surprisingly, the regret bound is comparable to previously-known bound under more informative semi-bandit feedback. We demonstrate the effectiveness of our algorithm through experimental results.
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.
Learning Optimal Advantage from Preferences and Mistaking it for Reward
We consider algorithms for learning reward functions from human preferences over pairs of trajectory segments, as used in reinforcement learning from human feedback (RLHF). Most recent work assumes that human preferences are generated based only upon the reward accrued within those segments, or their partial return. Recent work casts doubt on the validity of this assumption, proposing an alternative preference model based upon regret. We investigate the consequences of assuming preferences are based upon partial return when they actually arise from regret. We argue that the learned function is an approximation of the optimal advantage function, A^*_r, not a reward function. We find that if a specific pitfall is addressed, this incorrect assumption is not particularly harmful, resulting in a highly shaped reward function. Nonetheless, this incorrect usage of A^*_r is less desirable than the appropriate and simpler approach of greedy maximization of A^*_r. From the perspective of the regret preference model, we also provide a clearer interpretation of fine tuning contemporary large language models with RLHF. This paper overall provides insight regarding why learning under the partial return preference model tends to work so well in practice, despite it conforming poorly to how humans give preferences.
RL-VLM-F: Reinforcement Learning from Vision Language Foundation Model Feedback
Reward engineering has long been a challenge in Reinforcement Learning (RL) research, as it often requires extensive human effort and iterative processes of trial-and-error to design effective reward functions. In this paper, we propose RL-VLM-F, a method that automatically generates reward functions for agents to learn new tasks, using only a text description of the task goal and the agent's visual observations, by leveraging feedbacks from vision language foundation models (VLMs). The key to our approach is to query these models to give preferences over pairs of the agent's image observations based on the text description of the task goal, and then learn a reward function from the preference labels, rather than directly prompting these models to output a raw reward score, which can be noisy and inconsistent. We demonstrate that RL-VLM-F successfully produces effective rewards and policies across various domains - including classic control, as well as manipulation of rigid, articulated, and deformable objects - without the need for human supervision, outperforming prior methods that use large pretrained models for reward generation under the same assumptions.
Experience Replay with Random Reshuffling
Experience replay is a key component in reinforcement learning for stabilizing learning and improving sample efficiency. Its typical implementation samples transitions with replacement from a replay buffer. In contrast, in supervised learning with a fixed dataset, it is a common practice to shuffle the dataset every epoch and consume data sequentially, which is called random reshuffling (RR). RR enjoys theoretically better convergence properties and has been shown to outperform with-replacement sampling empirically. To leverage the benefits of RR in reinforcement learning, we propose sampling methods that extend RR to experience replay, both in uniform and prioritized settings. We evaluate our sampling methods on Atari benchmarks, demonstrating their effectiveness in deep reinforcement learning.
Reward Design with Language Models
Reward design in reinforcement learning (RL) is challenging since specifying human notions of desired behavior may be difficult via reward functions or require many expert demonstrations. Can we instead cheaply design rewards using a natural language interface? This paper explores how to simplify reward design by prompting a large language model (LLM) such as GPT-3 as a proxy reward function, where the user provides a textual prompt containing a few examples (few-shot) or a description (zero-shot) of the desired behavior. Our approach leverages this proxy reward function in an RL framework. Specifically, users specify a prompt once at the beginning of training. During training, the LLM evaluates an RL agent's behavior against the desired behavior described by the prompt and outputs a corresponding reward signal. The RL agent then uses this reward to update its behavior. We evaluate whether our approach can train agents aligned with user objectives in the Ultimatum Game, matrix games, and the DealOrNoDeal negotiation task. In all three tasks, we show that RL agents trained with our framework are well-aligned with the user's objectives and outperform RL agents trained with reward functions learned via supervised learning
Knowledge is reward: Learning optimal exploration by predictive reward cashing
There is a strong link between the general concept of intelligence and the ability to collect and use information. The theory of Bayes-adaptive exploration offers an attractive optimality framework for training machines to perform complex information gathering tasks. However, the computational complexity of the resulting optimal control problem has limited the diffusion of the theory to mainstream deep AI research. In this paper we exploit the inherent mathematical structure of Bayes-adaptive problems in order to dramatically simplify the problem by making the reward structure denser while simultaneously decoupling the learning of exploitation and exploration policies. The key to this simplification comes from the novel concept of cross-value (i.e. the value of being in an environment while acting optimally according to another), which we use to quantify the value of currently available information. This results in a new denser reward structure that "cashes in" all future rewards that can be predicted from the current information state. In a set of experiments we show that the approach makes it possible to learn challenging information gathering tasks without the use of shaping and heuristic bonuses in situations where the standard RL algorithms fail.
Dense Reward for Free in Reinforcement Learning from Human Feedback
Reinforcement Learning from Human Feedback (RLHF) has been credited as the key advance that has allowed Large Language Models (LLMs) to effectively follow instructions and produce useful assistance. Classically, this involves generating completions from the LLM in response to a query before using a separate reward model to assign a score to the full completion. As an auto-regressive process, the LLM has to take many "actions" (selecting individual tokens) and only receives a single, sparse reward at the end of an episode, a setup that is known to be difficult to optimise in traditional reinforcement learning. In this work we leverage the fact that the reward model contains more information than just its scalar output, in particular, it calculates an attention map over tokens as part of the transformer architecture. We use these attention weights to redistribute the reward along the whole completion, effectively densifying the signal and highlighting the most important tokens, all without incurring extra computational cost or requiring any additional modelling. We demonstrate that, theoretically, this approach is equivalent to potential-based reward shaping, ensuring that the optimal policy remains unchanged. Empirically, we show that it stabilises training, accelerates the rate of learning, and, in practical cases, may lead to better local optima.
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.
A Long Way to Go: Investigating Length Correlations in RLHF
Great successes have been reported using Reinforcement Learning from Human Feedback (RLHF) to align large language models. Open-source preference datasets and reward models have enabled wider experimentation beyond generic chat settings, particularly to make systems more "helpful" for tasks like web question answering, summarization, and multi-turn dialogue. When optimizing for helpfulness, RLHF has been consistently observed to drive models to produce longer outputs. This paper demonstrates that optimizing for response length is a significant factor behind RLHF's reported improvements in these settings. First, we study the relationship between reward and length for reward models trained on three open-source preference datasets for helpfulness. Here, length correlates strongly with reward, and improvements in reward score are driven in large part by shifting the distribution over output lengths. We then explore interventions during both RL and reward model learning to see if we can achieve the same downstream improvements as RLHF without increasing length. While our interventions mitigate length increases, they aren't uniformly effective across settings. Furthermore, we find that even running RLHF with a reward based solely on length can reproduce most of the downstream improvements over the initial policy model, showing that reward models in these settings have a long way to go.
Self-Consuming Generative Models with Curated Data Provably Optimize Human Preferences
The rapid progress in generative models has resulted in impressive leaps in generation quality, blurring the lines between synthetic and real data. Web-scale datasets are now prone to the inevitable contamination by synthetic data, directly impacting the training of future generated models. Already, some theoretical results on self-consuming generative models (a.k.a., iterative retraining) have emerged in the literature, showcasing that either model collapse or stability could be possible depending on the fraction of generated data used at each retraining step. However, in practice, synthetic data is often subject to human feedback and curated by users before being used and uploaded online. For instance, many interfaces of popular text-to-image generative models, such as Stable Diffusion or Midjourney, produce several variations of an image for a given query which can eventually be curated by the users. In this paper, we theoretically study the impact of data curation on iterated retraining of generative models and show that it can be seen as an implicit preference optimization mechanism. However, unlike standard preference optimization, the generative model does not have access to the reward function or negative samples needed for pairwise comparisons. Moreover, our study doesn't require access to the density function, only to samples. We prove that, if the data is curated according to a reward model, then the expected reward of the iterative retraining procedure is maximized. We further provide theoretical results on the stability of the retraining loop when using a positive fraction of real data at each step. Finally, we conduct illustrative experiments on both synthetic datasets and on CIFAR10 showing that such a procedure amplifies biases of the reward model.
RAFT: Reward rAnked FineTuning for Generative Foundation Model Alignment
Generative foundation models are susceptible to implicit biases that can arise from extensive unsupervised training data. Such biases can produce suboptimal samples, skewed outcomes, and unfairness, with potentially significant repercussions. Consequently, aligning these models with human ethics and preferences is an essential step toward ensuring their responsible and effective deployment in real-world applications. Prior research has primarily employed Reinforcement Learning from Human Feedback (RLHF) as a means of addressing this problem, wherein generative models are fine-tuned using RL algorithms guided by a human-feedback-informed reward model. However, the inefficiencies and instabilities associated with RL algorithms frequently present substantial obstacles to the successful alignment of generative models, necessitating the development of a more robust and streamlined approach. To this end, we introduce a new framework, Reward rAnked FineTuning (RAFT), designed to align generative models more effectively. Utilizing a reward model and a sufficient number of samples, our approach selects the high-quality samples, discarding those that exhibit undesired behavior, and subsequently assembles a streaming dataset. This dataset serves as the basis for aligning the generative model and can be employed under both offline and online settings. Notably, the sample generation process within RAFT is gradient-free, rendering it compatible with black-box generators. Through extensive experiments, we demonstrate that our proposed algorithm exhibits strong performance in the context of both large language models and diffusion models.
A Large Language Model-Driven Reward Design Framework via Dynamic Feedback for Reinforcement Learning
Large Language Models (LLMs) have shown significant potential in designing reward functions for Reinforcement Learning (RL) tasks. However, obtaining high-quality reward code often involves human intervention, numerous LLM queries, or repetitive RL training. To address these issues, we propose CARD, a LLM-driven Reward Design framework that iteratively generates and improves reward function code. Specifically, CARD includes a Coder that generates and verifies the code, while a Evaluator provides dynamic feedback to guide the Coder in improving the code, eliminating the need for human feedback. In addition to process feedback and trajectory feedback, we introduce Trajectory Preference Evaluation (TPE), which evaluates the current reward function based on trajectory preferences. If the code fails the TPE, the Evaluator provides preference feedback, avoiding RL training at every iteration and making the reward function better aligned with the task objective. Empirical results on Meta-World and ManiSkill2 demonstrate that our method achieves an effective balance between task performance and token efficiency, outperforming or matching the baselines across all tasks. On 10 out of 12 tasks, CARD shows better or comparable performance to policies trained with expert-designed rewards, and our method even surpasses the oracle on 3 tasks.
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.
DPOK: Reinforcement Learning for Fine-tuning Text-to-Image Diffusion Models
Learning from human feedback has been shown to improve text-to-image models. These techniques first learn a reward function that captures what humans care about in the task and then improve the models based on the learned reward function. Even though relatively simple approaches (e.g., rejection sampling based on reward scores) have been investigated, fine-tuning text-to-image models with the reward function remains challenging. In this work, we propose using online reinforcement learning (RL) to fine-tune text-to-image models. We focus on diffusion models, defining the fine-tuning task as an RL problem, and updating the pre-trained text-to-image diffusion models using policy gradient to maximize the feedback-trained reward. Our approach, coined DPOK, integrates policy optimization with KL regularization. We conduct an analysis of KL regularization for both RL fine-tuning and supervised fine-tuning. In our experiments, we show that DPOK is generally superior to supervised fine-tuning with respect to both image-text alignment and image quality.
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.
Towards Understanding and Improving GFlowNet Training
Generative flow networks (GFlowNets) are a family of algorithms that learn a generative policy to sample discrete objects x with non-negative reward R(x). Learning objectives guarantee the GFlowNet samples x from the target distribution p^*(x) propto R(x) when loss is globally minimized over all states or trajectories, but it is unclear how well they perform with practical limits on training resources. We introduce an efficient evaluation strategy to compare the learned sampling distribution to the target reward distribution. As flows can be underdetermined given training data, we clarify the importance of learned flows to generalization and matching p^*(x) in practice. We investigate how to learn better flows, and propose (i) prioritized replay training of high-reward x, (ii) relative edge flow policy parametrization, and (iii) a novel guided trajectory balance objective, and show how it can solve a substructure credit assignment problem. We substantially improve sample efficiency on biochemical design tasks.
On The Expressivity of Objective-Specification Formalisms in Reinforcement Learning
Most algorithms in reinforcement learning (RL) require that the objective is formalised with a Markovian reward function. However, it is well-known that certain tasks cannot be expressed by means of an objective in the Markov rewards formalism, motivating the study of alternative objective-specification formalisms in RL such as Linear Temporal Logic and Multi-Objective Reinforcement Learning. To date, there has not yet been any thorough analysis of how these formalisms relate to each other in terms of their expressivity. We fill this gap in the existing literature by providing a comprehensive comparison of 17 salient objective-specification formalisms. We place these formalisms in a preorder based on their expressive power, and present this preorder as a Hasse diagram. We find a variety of limitations for the different formalisms, and argue that no formalism is both dominantly expressive and straightforward to optimise with current techniques. For example, we prove that each of Regularised RL, (Outer) Nonlinear Markov Rewards, Reward Machines, Linear Temporal Logic, and Limit Average Rewards can express a task that the others cannot. The significance of our results is twofold. First, we identify important expressivity limitations to consider when specifying objectives for policy optimization. Second, our results highlight the need for future research which adapts reward learning to work with a greater variety of formalisms, since many existing reward learning methods assume that the desired objective takes a Markovian form. Our work contributes towards a more cohesive understanding of the costs and benefits of different RL objective-specification formalisms.
Goodhart's Law in Reinforcement Learning
Implementing a reward function that perfectly captures a complex task in the real world is impractical. As a result, it is often appropriate to think of the reward function as a proxy for the true objective rather than as its definition. We study this phenomenon through the lens of Goodhart's law, which predicts that increasing optimisation of an imperfect proxy beyond some critical point decreases performance on the true objective. First, we propose a way to quantify the magnitude of this effect and show empirically that optimising an imperfect proxy reward often leads to the behaviour predicted by Goodhart's law for a wide range of environments and reward functions. We then provide a geometric explanation for why Goodhart's law occurs in Markov decision processes. We use these theoretical insights to propose an optimal early stopping method that provably avoids the aforementioned pitfall and derive theoretical regret bounds for this method. Moreover, we derive a training method that maximises worst-case reward, for the setting where there is uncertainty about the true reward function. Finally, we evaluate our early stopping method experimentally. Our results support a foundation for a theoretically-principled study of reinforcement learning under reward misspecification.
Bridging State and History Representations: Understanding Self-Predictive RL
Representations are at the core of all deep reinforcement learning (RL) methods for both Markov decision processes (MDPs) and partially observable Markov decision processes (POMDPs). Many representation learning methods and theoretical frameworks have been developed to understand what constitutes an effective representation. However, the relationships between these methods and the shared properties among them remain unclear. In this paper, we show that many of these seemingly distinct methods and frameworks for state and history abstractions are, in fact, based on a common idea of self-predictive abstraction. Furthermore, we provide theoretical insights into the widely adopted objectives and optimization, such as the stop-gradient technique, in learning self-predictive representations. These findings together yield a minimalist algorithm to learn self-predictive representations for states and histories. We validate our theories by applying our algorithm to standard MDPs, MDPs with distractors, and POMDPs with sparse rewards. These findings culminate in a set of preliminary guidelines for RL practitioners.
Not All Preference Pairs Are Created Equal: A Recipe for Annotation-Efficient Iterative Preference Learning
Iterative preference learning, though yielding superior performances, requires online annotated preference labels. In this work, we study strategies to select worth-annotating response pairs for cost-efficient annotation while achieving competitive or even better performances compared with the random selection baseline for iterative preference learning. Built on assumptions regarding uncertainty and distribution shifts, we propose a comparative view to rank the implicit reward margins as predicted by DPO to select the response pairs that yield more benefits. Through extensive experiments, we show that annotating those response pairs with small margins is generally better than large or random, under both single- and multi-iteration scenarios. Besides, our empirical results suggest allocating more annotation budgets in the earlier iterations rather than later across multiple iterations.
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.
Lipschitzness Is All You Need To Tame Off-policy Generative Adversarial Imitation Learning
Despite the recent success of reinforcement learning in various domains, these approaches remain, for the most part, deterringly sensitive to hyper-parameters and are often riddled with essential engineering feats allowing their success. We consider the case of off-policy generative adversarial imitation learning, and perform an in-depth review, qualitative and quantitative, of the method. We show that forcing the learned reward function to be local Lipschitz-continuous is a sine qua non condition for the method to perform well. We then study the effects of this necessary condition and provide several theoretical results involving the local Lipschitzness of the state-value function. We complement these guarantees with empirical evidence attesting to the strong positive effect that the consistent satisfaction of the Lipschitzness constraint on the reward has on imitation performance. Finally, we tackle a generic pessimistic reward preconditioning add-on spawning a large class of reward shaping methods, which makes the base method it is plugged into provably more robust, as shown in several additional theoretical guarantees. We then discuss these through a fine-grained lens and share our insights. Crucially, the guarantees derived and reported in this work are valid for any reward satisfying the Lipschitzness condition, nothing is specific to imitation. As such, these may be of independent interest.
ImageReward: Learning and Evaluating Human Preferences for Text-to-Image Generation
We present ImageReward -- the first general-purpose text-to-image human preference reward model -- to address various prevalent issues in generative models and align them with human values and preferences. Its training is based on our systematic annotation pipeline that covers both the rating and ranking components, collecting a dataset of 137k expert comparisons to date. In human evaluation, ImageReward outperforms existing scoring methods (e.g., CLIP by 38.6\%), making it a promising automatic metric for evaluating and improving text-to-image synthesis. The reward model is publicly available via the image-reward package at https://github.com/THUDM/ImageReward.
Unsupervised Learning and Exploration of Reachable Outcome Space
Performing Reinforcement Learning in sparse rewards settings, with very little prior knowledge, is a challenging problem since there is no signal to properly guide the learning process. In such situations, a good search strategy is fundamental. At the same time, not having to adapt the algorithm to every single problem is very desirable. Here we introduce TAXONS, a Task Agnostic eXploration of Outcome spaces through Novelty and Surprise algorithm. Based on a population-based divergent-search approach, it learns a set of diverse policies directly from high-dimensional observations, without any task-specific information. TAXONS builds a repertoire of policies while training an autoencoder on the high-dimensional observation of the final state of the system to build a low-dimensional outcome space. The learned outcome space, combined with the reconstruction error, is used to drive the search for new policies. Results show that TAXONS can find a diverse set of controllers, covering a good part of the ground-truth outcome space, while having no information about such space.
A Study of Global and Episodic Bonuses for Exploration in Contextual MDPs
Exploration in environments which differ across episodes has received increasing attention in recent years. Current methods use some combination of global novelty bonuses, computed using the agent's entire training experience, and episodic novelty bonuses, computed using only experience from the current episode. However, the use of these two types of bonuses has been ad-hoc and poorly understood. In this work, we shed light on the behavior of these two types of bonuses through controlled experiments on easily interpretable tasks as well as challenging pixel-based settings. We find that the two types of bonuses succeed in different settings, with episodic bonuses being most effective when there is little shared structure across episodes and global bonuses being effective when more structure is shared. We develop a conceptual framework which makes this notion of shared structure precise by considering the variance of the value function across contexts, and which provides a unifying explanation of our empirical results. We furthermore find that combining the two bonuses can lead to more robust performance across different degrees of shared structure, and investigate different algorithmic choices for defining and combining global and episodic bonuses based on function approximation. This results in an algorithm which sets a new state of the art across 16 tasks from the MiniHack suite used in prior work, and also performs robustly on Habitat and Montezuma's Revenge.
Behavior Alignment via Reward Function Optimization
Designing reward functions for efficiently guiding reinforcement learning (RL) agents toward specific behaviors is a complex task. This is challenging since it requires the identification of reward structures that are not sparse and that avoid inadvertently inducing undesirable behaviors. Naively modifying the reward structure to offer denser and more frequent feedback can lead to unintended outcomes and promote behaviors that are not aligned with the designer's intended goal. Although potential-based reward shaping is often suggested as a remedy, we systematically investigate settings where deploying it often significantly impairs performance. To address these issues, we introduce a new framework that uses a bi-level objective to learn behavior alignment reward functions. These functions integrate auxiliary rewards reflecting a designer's heuristics and domain knowledge with the environment's primary rewards. Our approach automatically determines the most effective way to blend these types of feedback, thereby enhancing robustness against heuristic reward misspecification. Remarkably, it can also adapt an agent's policy optimization process to mitigate suboptimalities resulting from limitations and biases inherent in the underlying RL algorithms. We evaluate our method's efficacy on a diverse set of tasks, from small-scale experiments to high-dimensional control challenges. We investigate heuristic auxiliary rewards of varying quality -- some of which are beneficial and others detrimental to the learning process. Our results show that our framework offers a robust and principled way to integrate designer-specified heuristics. It not only addresses key shortcomings of existing approaches but also consistently leads to high-performing solutions, even when given misaligned or poorly-specified auxiliary reward functions.
Differentially Private Episodic Reinforcement Learning with Heavy-tailed Rewards
In this paper, we study the problem of (finite horizon tabular) Markov decision processes (MDPs) with heavy-tailed rewards under the constraint of differential privacy (DP). Compared with the previous studies for private reinforcement learning that typically assume rewards are sampled from some bounded or sub-Gaussian distributions to ensure DP, we consider the setting where reward distributions have only finite (1+v)-th moments with some v in (0,1]. By resorting to robust mean estimators for rewards, we first propose two frameworks for heavy-tailed MDPs, i.e., one is for value iteration and another is for policy optimization. Under each framework, we consider both joint differential privacy (JDP) and local differential privacy (LDP) models. Based on our frameworks, we provide regret upper bounds for both JDP and LDP cases and show that the moment of distribution and privacy budget both have significant impacts on regrets. Finally, we establish a lower bound of regret minimization for heavy-tailed MDPs in JDP model by reducing it to the instance-independent lower bound of heavy-tailed multi-armed bandits in DP model. We also show the lower bound for the problem in LDP by adopting some private minimax methods. Our results reveal that there are fundamental differences between the problem of private RL with sub-Gaussian and that with heavy-tailed rewards.
BRAIn: Bayesian Reward-conditioned Amortized Inference for natural language generation from feedback
Following the success of Proximal Policy Optimization (PPO) for Reinforcement Learning from Human Feedback (RLHF), new techniques such as Sequence Likelihood Calibration (SLiC) and Direct Policy Optimization (DPO) have been proposed that are offline in nature and use rewards in an indirect manner. These techniques, in particular DPO, have recently become the tools of choice for LLM alignment due to their scalability and performance. However, they leave behind important features of the PPO approach. Methods such as SLiC or RRHF make use of the Reward Model (RM) only for ranking/preference, losing fine-grained information and ignoring the parametric form of the RM (eg., Bradley-Terry, Plackett-Luce), while methods such as DPO do not use even a separate reward model. In this work, we propose a novel approach, named BRAIn, that re-introduces the RM as part of a distribution matching approach.BRAIn considers the LLM distribution conditioned on the assumption of output goodness and applies Bayes theorem to derive an intractable posterior distribution where the RM is explicitly represented. BRAIn then distills this posterior into an amortized inference network through self-normalized importance sampling, leading to a scalable offline algorithm that significantly outperforms prior art in summarization and AntropicHH tasks. BRAIn also has interesting connections to PPO and DPO for specific RM choices.
State Value Generation with Prompt Learning and Self-Training for Low-Resource Dialogue State Tracking
Recently, low-resource dialogue state tracking (DST) has received increasing attention. First obtaining state values then based on values to generate slot types has made great progress in this task. However, obtaining state values is still an under-studied problem. Existing extraction-based approaches cannot capture values that require the understanding of context and are not generalizable either. To address these issues, we propose a novel State VAlue Generation based framework (SVAG), decomposing DST into state value generation and domain slot generation. Specifically, we propose to generate state values and use self-training to further improve state value generation. Moreover, we design an estimator aiming at detecting incomplete generation and incorrect generation for pseudo-labeled data selection during self-training. Experimental results on the MultiWOZ 2.1 dataset show that our method which has only less than 1 billion parameters achieves state-of-the-art performance under the data ratio settings of 5%, 10%, and 25% when limited to models under 100 billion parameters. Compared to models with more than 100 billion parameters, SVAG still reaches competitive results.
Vision-Language Models are Zero-Shot Reward Models for Reinforcement Learning
Reinforcement learning (RL) requires either manually specifying a reward function, which is often infeasible, or learning a reward model from a large amount of human feedback, which is often very expensive. We study a more sample-efficient alternative: using pretrained vision-language models (VLMs) as zero-shot reward models (RMs) to specify tasks via natural language. We propose a natural and general approach to using VLMs as reward models, which we call VLM-RMs. We use VLM-RMs based on CLIP to train a MuJoCo humanoid to learn complex tasks without a manually specified reward function, such as kneeling, doing the splits, and sitting in a lotus position. For each of these tasks, we only provide a single sentence text prompt describing the desired task with minimal prompt engineering. We provide videos of the trained agents at: https://sites.google.com/view/vlm-rm. We can improve performance by providing a second ``baseline'' prompt and projecting out parts of the CLIP embedding space irrelevant to distinguish between goal and baseline. Further, we find a strong scaling effect for VLM-RMs: larger VLMs trained with more compute and data are better reward models. The failure modes of VLM-RMs we encountered are all related to known capability limitations of current VLMs, such as limited spatial reasoning ability or visually unrealistic environments that are far off-distribution for the VLM. We find that VLM-RMs are remarkably robust as long as the VLM is large enough. This suggests that future VLMs will become more and more useful reward models for a wide range of RL applications.
Effective Reward Specification in Deep Reinforcement Learning
In the last decade, Deep Reinforcement Learning has evolved into a powerful tool for complex sequential decision-making problems. It combines deep learning's proficiency in processing rich input signals with reinforcement learning's adaptability across diverse control tasks. At its core, an RL agent seeks to maximize its cumulative reward, enabling AI algorithms to uncover novel solutions previously unknown to experts. However, this focus on reward maximization also introduces a significant difficulty: improper reward specification can result in unexpected, misaligned agent behavior and inefficient learning. The complexity of accurately specifying the reward function is further amplified by the sequential nature of the task, the sparsity of learning signals, and the multifaceted aspects of the desired behavior. In this thesis, we survey the literature on effective reward specification strategies, identify core challenges relating to each of these approaches, and propose original contributions addressing the issue of sample efficiency and alignment in deep reinforcement learning. Reward specification represents one of the most challenging aspects of applying reinforcement learning in real-world domains. Our work underscores the absence of a universal solution to this complex and nuanced challenge; solving it requires selecting the most appropriate tools for the specific requirements of each unique application.
Automatic Intrinsic Reward Shaping for Exploration in Deep Reinforcement Learning
We present AIRS: Automatic Intrinsic Reward Shaping that intelligently and adaptively provides high-quality intrinsic rewards to enhance exploration in reinforcement learning (RL). More specifically, AIRS selects shaping function from a predefined set based on the estimated task return in real-time, providing reliable exploration incentives and alleviating the biased objective problem. Moreover, we develop an intrinsic reward toolkit to provide efficient and reliable implementations of diverse intrinsic reward approaches. We test AIRS on various tasks of MiniGrid, Procgen, and DeepMind Control Suite. Extensive simulation demonstrates that AIRS can outperform the benchmarking schemes and achieve superior performance with simple architecture.
How to Evaluate Reward Models for RLHF
We introduce a new benchmark for reward models that quantifies their ability to produce strong language models through RLHF (Reinforcement Learning from Human Feedback). The gold-standard approach is to run a full RLHF training pipeline and directly probe downstream LLM performance. However, this process is prohibitively expensive. To address this, we build a predictive model of downstream LLM performance by evaluating the reward model on proxy tasks. These proxy tasks consist of a large-scale human preference and a verifiable correctness preference dataset, in which we measure 12 metrics across 12 domains. To investigate which reward model metrics are most correlated to gold-standard RLHF outcomes, we launch an end-to-end RLHF experiment on a large-scale crowdsourced human preference platform to view real reward model downstream performance as ground truth. Ultimately, we compile our data and findings into Preference Proxy Evaluations (PPE), the first reward model benchmark explicitly linked to post-RLHF real-world human preference performance, which we open-source for public use and further development. Our code and evaluations can be found at https://github.com/lmarena/PPE .
Exploiting Causal Graph Priors with Posterior Sampling for Reinforcement Learning
Posterior sampling allows the exploitation of prior knowledge of the environment's transition dynamics to improve the sample efficiency of reinforcement learning. The prior is typically specified as a class of parametric distributions, a task that can be cumbersome in practice, often resulting in the choice of uninformative priors. In this work, we propose a novel posterior sampling approach in which the prior is given as a (partial) causal graph over the environment's variables. The latter is often more natural to design, such as listing known causal dependencies between biometric features in a medical treatment study. Specifically, we propose a hierarchical Bayesian procedure, called C-PSRL, simultaneously learning the full causal graph at the higher level and the parameters of the resulting factored dynamics at the lower level. For this procedure, we provide an analysis of its Bayesian regret, which explicitly connects the regret rate with the degree of prior knowledge. Our numerical evaluation conducted in illustrative domains confirms that C-PSRL strongly improves the efficiency of posterior sampling with an uninformative prior while performing close to posterior sampling with the full causal graph.
Snapshot Reinforcement Learning: Leveraging Prior Trajectories for Efficiency
Deep reinforcement learning (DRL) algorithms require substantial samples and computational resources to achieve higher performance, which restricts their practical application and poses challenges for further development. Given the constraint of limited resources, it is essential to leverage existing computational work (e.g., learned policies, samples) to enhance sample efficiency and reduce the computational resource consumption of DRL algorithms. Previous works to leverage existing computational work require intrusive modifications to existing algorithms and models, designed specifically for specific algorithms, lacking flexibility and universality. In this paper, we present the Snapshot Reinforcement Learning (SnapshotRL) framework, which enhances sample efficiency by simply altering environments, without making any modifications to algorithms and models. By allowing student agents to choose states in teacher trajectories as the initial state to sample, SnapshotRL can effectively utilize teacher trajectories to assist student agents in training, allowing student agents to explore a larger state space at the early training phase. We propose a simple and effective SnapshotRL baseline algorithm, S3RL, which integrates well with existing DRL algorithms. Our experiments demonstrate that integrating S3RL with TD3, SAC, and PPO algorithms on the MuJoCo benchmark significantly improves sample efficiency and average return, without extra samples and additional computational resources.
The Alignment Ceiling: Objective Mismatch in Reinforcement Learning from Human Feedback
Reinforcement learning from human feedback (RLHF) has emerged as a powerful technique to make large language models (LLMs) more capable in complex settings. RLHF proceeds as collecting human preference data, training a reward model on said data, and optimizing a base ML model with respect to said reward for extrinsic evaluation metrics (e.g. MMLU, GSM8k). RLHF relies on many assumptions about how the various pieces fit together, such as a reward model capturing human preferences and an RL optimizer extracting the right signal from a reward model. As the RLHF process involves many distinct design decisions, it is easy to assume that multiple processes are correlated and therefore numerically linked. This apparent correlation is often not true, where reward models are easily overoptimized or RL optimizers can reduce performance on tasks not modeled in the data. Notable manifestations of models trained with imperfect RLHF systems are those that are prone to refusing basic requests for safety reasons or appearing lazy in generations. As chat model evaluation becomes increasingly nuanced, the reliance on a perceived link between reward model training, RL scores, and downstream performance drives these issues, which we describe as an objective mismatch. In this paper, we illustrate the causes of this issue, reviewing relevant literature from model-based reinforcement learning, and argue for solutions. By solving objective mismatch in RLHF, the ML models of the future will be more precisely aligned to user instructions for both safety and helpfulness.
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.
Self-Exploring Language Models: Active Preference Elicitation for Online Alignment
Preference optimization, particularly through Reinforcement Learning from Human Feedback (RLHF), has achieved significant success in aligning Large Language Models (LLMs) to adhere to human intentions. Unlike offline alignment with a fixed dataset, online feedback collection from humans or AI on model generations typically leads to more capable reward models and better-aligned LLMs through an iterative process. However, achieving a globally accurate reward model requires systematic exploration to generate diverse responses that span the vast space of natural language. Random sampling from standard reward-maximizing LLMs alone is insufficient to fulfill this requirement. To address this issue, we propose a bilevel objective optimistically biased towards potentially high-reward responses to actively explore out-of-distribution regions. By solving the inner-level problem with the reparameterized reward function, the resulting algorithm, named Self-Exploring Language Models (SELM), eliminates the need for a separate RM and iteratively updates the LLM with a straightforward objective. Compared to Direct Preference Optimization (DPO), the SELM objective reduces indiscriminate favor of unseen extrapolations and enhances exploration efficiency. Our experimental results demonstrate that when finetuned on Zephyr-7B-SFT and Llama-3-8B-Instruct models, SELM significantly boosts the performance on instruction-following benchmarks such as MT-Bench and AlpacaEval 2.0, as well as various standard academic benchmarks in different settings. Our code and models are available at https://github.com/shenao-zhang/SELM.
Scaling Laws for Reward Model Overoptimization in Direct Alignment Algorithms
Reinforcement Learning from Human Feedback (RLHF) has been crucial to the recent success of Large Language Models (LLMs), however, it is often a complex and brittle process. In the classical RLHF framework, a reward model is first trained to represent human preferences, which is in turn used by an online reinforcement learning (RL) algorithm to optimize the LLM. A prominent issue with such methods is reward over-optimization or reward hacking, where performance as measured by the learned proxy reward model increases, but true quality plateaus or even deteriorates. Direct Alignment Algorithms (DDAs) like Direct Preference Optimization have emerged as alternatives to the classical RLHF pipeline by circumventing the reward modeling phase. However, although DAAs do not use a separate proxy reward model, they still commonly deteriorate from over-optimization. While the so-called reward hacking phenomenon is not well-defined for DAAs, we still uncover similar trends: at higher KL budgets, DAA algorithms exhibit similar degradation patterns to their classic RLHF counterparts. In particular, we find that DAA methods deteriorate not only across a wide range of KL budgets but also often before even a single epoch of the dataset is completed. Through extensive empirical experimentation, this work formulates and formalizes the reward over-optimization or hacking problem for DAAs and explores its consequences across objectives, training regimes, and model scales.
PILAF: Optimal Human Preference Sampling for Reward Modeling
As large language models increasingly drive real-world applications, aligning them with human values becomes paramount. Reinforcement Learning from Human Feedback (RLHF) has emerged as a key technique, translating preference data into reward models when oracle human values remain inaccessible. In practice, RLHF mostly relies on approximate reward models, which may not consistently guide the policy toward maximizing the underlying human values. We propose Policy-Interpolated Learning for Aligned Feedback (PILAF), a novel response sampling strategy for preference labeling that explicitly aligns preference learning with maximizing the underlying oracle reward. PILAF is theoretically grounded, demonstrating optimality from both an optimization and a statistical perspective. The method is straightforward to implement and demonstrates strong performance in iterative and online RLHF settings where feedback curation is critical.
Fine-Grained Human Feedback Gives Better Rewards for Language Model Training
Language models (LMs) often exhibit undesirable text generation behaviors, including generating false, toxic, or irrelevant outputs. Reinforcement learning from human feedback (RLHF) - where human preference judgments on LM outputs are transformed into a learning signal - has recently shown promise in addressing these issues. However, such holistic feedback conveys limited information on long text outputs; it does not indicate which aspects of the outputs influenced user preference; e.g., which parts contain what type(s) of errors. In this paper, we use fine-grained human feedback (e.g., which sentence is false, which sub-sentence is irrelevant) as an explicit training signal. We introduce Fine-Grained RLHF, a framework that enables training and learning from reward functions that are fine-grained in two respects: (1) density, providing a reward after every segment (e.g., a sentence) is generated; and (2) incorporating multiple reward models associated with different feedback types (e.g., factual incorrectness, irrelevance, and information incompleteness). We conduct experiments on detoxification and long-form question answering to illustrate how learning with such reward functions leads to improved performance, supported by both automatic and human evaluation. Additionally, we show that LM behaviors can be customized using different combinations of fine-grained reward models. We release all data, collected human feedback, and codes at https://FineGrainedRLHF.github.io.
Posterior Sampling for Deep Reinforcement Learning
Despite remarkable successes, deep reinforcement learning algorithms remain sample inefficient: they require an enormous amount of trial and error to find good policies. Model-based algorithms promise sample efficiency by building an environment model that can be used for planning. Posterior Sampling for Reinforcement Learning is such a model-based algorithm that has attracted significant interest due to its performance in the tabular setting. This paper introduces Posterior Sampling for Deep Reinforcement Learning (PSDRL), the first truly scalable approximation of Posterior Sampling for Reinforcement Learning that retains its model-based essence. PSDRL combines efficient uncertainty quantification over latent state space models with a specially tailored continual planning algorithm based on value-function approximation. Extensive experiments on the Atari benchmark show that PSDRL significantly outperforms previous state-of-the-art attempts at scaling up posterior sampling while being competitive with a state-of-the-art (model-based) reinforcement learning method, both in sample efficiency and computational efficiency.
Accelerating Exploration with Unlabeled Prior Data
Learning to solve tasks from a sparse reward signal is a major challenge for standard reinforcement learning (RL) algorithms. However, in the real world, agents rarely need to solve sparse reward tasks entirely from scratch. More often, we might possess prior experience to draw on that provides considerable guidance about which actions and outcomes are possible in the world, which we can use to explore more effectively for new tasks. In this work, we study how prior data without reward labels may be used to guide and accelerate exploration for an agent solving a new sparse reward task. We propose a simple approach that learns a reward model from online experience, labels the unlabeled prior data with optimistic rewards, and then uses it concurrently alongside the online data for downstream policy and critic optimization. This general formula leads to rapid exploration in several challenging sparse-reward domains where tabula rasa exploration is insufficient, including the AntMaze domain, Adroit hand manipulation domain, and a visual simulated robotic manipulation domain. Our results highlight the ease of incorporating unlabeled prior data into existing online RL algorithms, and the (perhaps surprising) effectiveness of doing so.
RL Zero: Zero-Shot Language to Behaviors without any Supervision
Rewards remain an uninterpretable way to specify tasks for Reinforcement Learning, as humans are often unable to predict the optimal behavior of any given reward function, leading to poor reward design and reward hacking. Language presents an appealing way to communicate intent to agents and bypass reward design, but prior efforts to do so have been limited by costly and unscalable labeling efforts. In this work, we propose a method for a completely unsupervised alternative to grounding language instructions in a zero-shot manner to obtain policies. We present a solution that takes the form of imagine, project, and imitate: The agent imagines the observation sequence corresponding to the language description of a task, projects the imagined sequence to our target domain, and grounds it to a policy. Video-language models allow us to imagine task descriptions that leverage knowledge of tasks learned from internet-scale video-text mappings. The challenge remains to ground these generations to a policy. In this work, we show that we can achieve a zero-shot language-to-behavior policy by first grounding the imagined sequences in real observations of an unsupervised RL agent and using a closed-form solution to imitation learning that allows the RL agent to mimic the grounded observations. Our method, RLZero, is the first to our knowledge to show zero-shot language to behavior generation abilities without any supervision on a variety of tasks on simulated domains. We further show that RLZero can also generate policies zero-shot from cross-embodied videos such as those scraped from YouTube.
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.
DIP-RL: Demonstration-Inferred Preference Learning in Minecraft
In machine learning for sequential decision-making, an algorithmic agent learns to interact with an environment while receiving feedback in the form of a reward signal. However, in many unstructured real-world settings, such a reward signal is unknown and humans cannot reliably craft a reward signal that correctly captures desired behavior. To solve tasks in such unstructured and open-ended environments, we present Demonstration-Inferred Preference Reinforcement Learning (DIP-RL), an algorithm that leverages human demonstrations in three distinct ways, including training an autoencoder, seeding reinforcement learning (RL) training batches with demonstration data, and inferring preferences over behaviors to learn a reward function to guide RL. We evaluate DIP-RL in a tree-chopping task in Minecraft. Results suggest that the method can guide an RL agent to learn a reward function that reflects human preferences and that DIP-RL performs competitively relative to baselines. DIP-RL is inspired by our previous work on combining demonstrations and pairwise preferences in Minecraft, which was awarded a research prize at the 2022 NeurIPS MineRL BASALT competition, Learning from Human Feedback in Minecraft. Example trajectory rollouts of DIP-RL and baselines are located at https://sites.google.com/view/dip-rl.
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.
Horizon-free Reinforcement Learning in Adversarial Linear Mixture MDPs
Recent studies have shown that episodic reinforcement learning (RL) is no harder than bandits when the total reward is bounded by 1, and proved regret bounds that have a polylogarithmic dependence on the planning horizon H. However, it remains an open question that if such results can be carried over to adversarial RL, where the reward is adversarially chosen at each episode. In this paper, we answer this question affirmatively by proposing the first horizon-free policy search algorithm. To tackle the challenges caused by exploration and adversarially chosen reward, our algorithm employs (1) a variance-uncertainty-aware weighted least square estimator for the transition kernel; and (2) an occupancy measure-based technique for the online search of a stochastic policy. We show that our algorithm achieves an Obig((d+log (|S|^2 |A|))Kbig) regret with full-information feedback, where d is the dimension of a known feature mapping linearly parametrizing the unknown transition kernel of the MDP, K is the number of episodes, |S| and |A| are the cardinalities of the state and action spaces. We also provide hardness results and regret lower bounds to justify the near optimality of our algorithm and the unavoidability of log|S| and log|A| in the regret bound.
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.
Truncating Trajectories in Monte Carlo Reinforcement Learning
In Reinforcement Learning (RL), an agent acts in an unknown environment to maximize the expected cumulative discounted sum of an external reward signal, i.e., the expected return. In practice, in many tasks of interest, such as policy optimization, the agent usually spends its interaction budget by collecting episodes of fixed length within a simulator (i.e., Monte Carlo simulation). However, given the discounted nature of the RL objective, this data collection strategy might not be the best option. Indeed, the rewards taken in early simulation steps weigh exponentially more than future rewards. Taking a cue from this intuition, in this paper, we design an a-priori budget allocation strategy that leads to the collection of trajectories of different lengths, i.e., truncated. The proposed approach provably minimizes the width of the confidence intervals around the empirical estimates of the expected return of a policy. After discussing the theoretical properties of our method, we make use of our trajectory truncation mechanism to extend Policy Optimization via Importance Sampling (POIS, Metelli et al., 2018) algorithm. Finally, we conduct a numerical comparison between our algorithm and POIS: the results are consistent with our theory and show that an appropriate truncation of the trajectories can succeed in improving performance.
Pixel-wise RL on Diffusion Models: Reinforcement Learning from Rich Feedback
Latent diffusion models are the state-of-the-art for synthetic image generation. To align these models with human preferences, training the models using reinforcement learning on human feedback is crucial. Black et. al 2024 introduced denoising diffusion policy optimisation (DDPO), which accounts for the iterative denoising nature of the generation by modelling it as a Markov chain with a final reward. As the reward is a single value that determines the model's performance on the entire image, the model has to navigate a very sparse reward landscape and so requires a large sample count. In this work, we extend the DDPO by presenting the Pixel-wise Policy Optimisation (PXPO) algorithm, which can take feedback for each pixel, providing a more nuanced reward to the model.
Video Prediction Models as Rewards for Reinforcement Learning
Specifying reward signals that allow agents to learn complex behaviors is a long-standing challenge in reinforcement learning. A promising approach is to extract preferences for behaviors from unlabeled videos, which are widely available on the internet. We present Video Prediction Rewards (VIPER), an algorithm that leverages pretrained video prediction models as action-free reward signals for reinforcement learning. Specifically, we first train an autoregressive transformer on expert videos and then use the video prediction likelihoods as reward signals for a reinforcement learning agent. VIPER enables expert-level control without programmatic task rewards across a wide range of DMC, Atari, and RLBench tasks. Moreover, generalization of the video prediction model allows us to derive rewards for an out-of-distribution environment where no expert data is available, enabling cross-embodiment generalization for tabletop manipulation. We see our work as starting point for scalable reward specification from unlabeled videos that will benefit from the rapid advances in generative modeling. Source code and datasets are available on the project website: https://escontrela.me/viper
Multimodal RewardBench: Holistic Evaluation of Reward Models for Vision Language Models
Reward models play an essential role in training vision-language models (VLMs) by assessing output quality to enable aligning with human preferences. Despite their importance, the research community lacks comprehensive open benchmarks for evaluating multimodal reward models in VLMs. To address this gap, we introduce Multimodal RewardBench, an expert-annotated benchmark covering six domains: general correctness, preference, knowledge, reasoning, safety, and visual question-answering. Our dataset comprises 5,211 annotated (prompt, chosen response, rejected response) triplets collected from various VLMs. In evaluating a range of VLM judges, we find that even the top-performing models, Gemini 1.5 Pro and Claude 3.5 Sonnet, achieve only 72% overall accuracy. Notably, most models struggle in the reasoning and safety domains. These findings suggest that Multimodal RewardBench offers a challenging testbed for advancing reward model development across multiple domains. We release the benchmark at https://github.com/facebookresearch/multimodal_rewardbench.
Multi-Armed Bandits with Censored Consumption of Resources
We consider a resource-aware variant of the classical multi-armed bandit problem: In each round, the learner selects an arm and determines a resource limit. It then observes a corresponding (random) reward, provided the (random) amount of consumed resources remains below the limit. Otherwise, the observation is censored, i.e., no reward is obtained. For this problem setting, we introduce a measure of regret, which incorporates the actual amount of allocated resources of each learning round as well as the optimality of realizable rewards. Thus, to minimize regret, the learner needs to set a resource limit and choose an arm in such a way that the chance to realize a high reward within the predefined resource limit is high, while the resource limit itself should be kept as low as possible. We propose a UCB-inspired online learning algorithm, which we analyze theoretically in terms of its regret upper bound. In a simulation study, we show that our learning algorithm outperforms straightforward extensions of standard multi-armed bandit algorithms.
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.
Reward Generalization in RLHF: A Topological Perspective
Existing alignment methods share a common topology of information flow, where reward information is collected from humans, modeled with preference learning, and used to tune language models. However, this shared topology has not been systematically characterized, nor have its alternatives been thoroughly explored, leaving the problems of low data efficiency and unreliable generalization unaddressed. As a solution, we introduce a theoretical framework for investigating reward generalization in reinforcement learning from human feedback (RLHF), focusing on the topology of information flow at both macro and micro levels. At the macro level, we portray the RLHF information flow as an autoencoding process over behavior distributions, formalizing the RLHF objective of distributional consistency between human preference and model behavior. At the micro level, we present induced Bayesian networks as a theory of reward generalization in RLHF, introducing fine-grained dataset topologies into generalization bounds. Combining analysis on both levels, we propose reward modeling from tree-structured preference information. It is shown to reduce reward uncertainty by up to Theta(log n/loglog n) times compared to baselines, where n is the dataset size. Validation on three NLP tasks shows that our tree-based reward model achieves an average win rate of 65% against baseline methods, thus improving reward generalization for free via topology design.
A Minimaximalist Approach to Reinforcement Learning from Human Feedback
We present Self-Play Preference Optimization (SPO), an algorithm for reinforcement learning from human feedback. Our approach is minimalist in that it does not require training a reward model nor unstable adversarial training and is therefore rather simple to implement. Our approach is maximalist in that it provably handles non-Markovian, intransitive, and stochastic preferences while being robust to the compounding errors that plague offline approaches to sequential prediction. To achieve the preceding qualities, we build upon the concept of a Minimax Winner (MW), a notion of preference aggregation from the social choice theory literature that frames learning from preferences as a zero-sum game between two policies. By leveraging the symmetry of this game, we prove that rather than using the traditional technique of dueling two policies to compute the MW, we can simply have a single agent play against itself while maintaining strong convergence guarantees. Practically, this corresponds to sampling multiple trajectories from a policy, asking a rater or preference model to compare them, and then using the proportion of wins as the reward for a particular trajectory. We demonstrate that on a suite of continuous control tasks, we are able to learn significantly more efficiently than reward-model based approaches while maintaining robustness to the intransitive and stochastic preferences that frequently occur in practice when aggregating human judgments.
DTR Bandit: Learning to Make Response-Adaptive Decisions With Low Regret
Dynamic treatment regimes (DTRs) are personalized, adaptive, multi-stage treatment plans that adapt treatment decisions both to an individual's initial features and to intermediate outcomes and features at each subsequent stage, which are affected by decisions in prior stages. Examples include personalized first- and second-line treatments of chronic conditions like diabetes, cancer, and depression, which adapt to patient response to first-line treatment, disease progression, and individual characteristics. While existing literature mostly focuses on estimating the optimal DTR from offline data such as from sequentially randomized trials, we study the problem of developing the optimal DTR in an online manner, where the interaction with each individual affect both our cumulative reward and our data collection for future learning. We term this the DTR bandit problem. We propose a novel algorithm that, by carefully balancing exploration and exploitation, is guaranteed to achieve rate-optimal regret when the transition and reward models are linear. We demonstrate our algorithm and its benefits both in synthetic experiments and in a case study of adaptive treatment of major depressive disorder using real-world data.
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.
Constitutional AI: Harmlessness from AI Feedback
As AI systems become more capable, we would like to enlist their help to supervise other AIs. We experiment with methods for training a harmless AI assistant through self-improvement, without any human labels identifying harmful outputs. The only human oversight is provided through a list of rules or principles, and so we refer to the method as 'Constitutional AI'. The process involves both a supervised learning and a reinforcement learning phase. In the supervised phase we sample from an initial model, then generate self-critiques and revisions, and then finetune the original model on revised responses. In the RL phase, we sample from the finetuned model, use a model to evaluate which of the two samples is better, and then train a preference model from this dataset of AI preferences. We then train with RL using the preference model as the reward signal, i.e. we use 'RL from AI Feedback' (RLAIF). As a result we are able to train a harmless but non-evasive AI assistant that engages with harmful queries by explaining its objections to them. Both the SL and RL methods can leverage chain-of-thought style reasoning to improve the human-judged performance and transparency of AI decision making. These methods make it possible to control AI behavior more precisely and with far fewer human labels.
Let's reward step by step: Step-Level reward model as the Navigators for Reasoning
Recent years have seen considerable advancements in multi-step reasoning with Large Language Models (LLMs). The previous studies have elucidated the merits of integrating feedback or search mechanisms during model inference to improve the reasoning accuracy. The Process-Supervised Reward Model (PRM), typically furnishes LLMs with step-by-step feedback during the training phase, akin to Proximal Policy Optimization (PPO) or reject sampling. Our objective is to examine the efficacy of PRM in the inference phase to help discern the optimal solution paths for multi-step tasks such as mathematical reasoning and code generation. To this end, we propose a heuristic greedy search algorithm that employs the step-level feedback from PRM to optimize the reasoning pathways explored by LLMs. This tailored PRM demonstrated enhanced results compared to the Chain of Thought (CoT) on mathematical benchmarks like GSM8K and MATH. Additionally, to explore the versatility of our approach, we develop a novel method to automatically generate step-level reward dataset for coding tasks and observed similar improved performance in the code generation tasks. Thus highlighting the robust nature of our reward-model-based approach to inference for reasoning tasks.
From Language to Goals: Inverse Reinforcement Learning for Vision-Based Instruction Following
Reinforcement learning is a promising framework for solving control problems, but its use in practical situations is hampered by the fact that reward functions are often difficult to engineer. Specifying goals and tasks for autonomous machines, such as robots, is a significant challenge: conventionally, reward functions and goal states have been used to communicate objectives. But people can communicate objectives to each other simply by describing or demonstrating them. How can we build learning algorithms that will allow us to tell machines what we want them to do? In this work, we investigate the problem of grounding language commands as reward functions using inverse reinforcement learning, and argue that language-conditioned rewards are more transferable than language-conditioned policies to new environments. We propose language-conditioned reward learning (LC-RL), which grounds language commands as a reward function represented by a deep neural network. We demonstrate that our model learns rewards that transfer to novel tasks and environments on realistic, high-dimensional visual environments with natural language commands, whereas directly learning a language-conditioned policy leads to poor performance.
The Accuracy Paradox in RLHF: When Better Reward Models Don't Yield Better Language Models
Reinforcement Learning from Human Feedback significantly enhances Natural Language Processing by aligning language models with human expectations. A critical factor in this alignment is the strength of reward models used during training. This study explores whether stronger reward models invariably lead to better language models. In this paper, through experiments on relevance, factuality, and completeness tasks using the QA-FEEDBACK dataset and reward models based on Longformer, we uncover a surprising paradox: language models trained with moderately accurate reward models outperform those guided by highly accurate ones. This challenges the widely held belief that stronger reward models always lead to better language models, and opens up new avenues for future research into the key factors driving model performance and how to choose the most suitable reward models. Code and additional details are available at https://github.com/EIT-NLP/AccuracyParadox-RLHF.
Low-Switching Policy Gradient with Exploration via Online Sensitivity Sampling
Policy optimization methods are powerful algorithms in Reinforcement Learning (RL) for their flexibility to deal with policy parameterization and ability to handle model misspecification. However, these methods usually suffer from slow convergence rates and poor sample complexity. Hence it is important to design provably sample efficient algorithms for policy optimization. Yet, recent advances for this problems have only been successful in tabular and linear setting, whose benign structures cannot be generalized to non-linearly parameterized policies. In this paper, we address this problem by leveraging recent advances in value-based algorithms, including bounded eluder-dimension and online sensitivity sampling, to design a low-switching sample-efficient policy optimization algorithm, LPO, with general non-linear function approximation. We show that, our algorithm obtains an varepsilon-optimal policy with only O(text{poly(d)}{varepsilon^3}) samples, where varepsilon is the suboptimality gap and d is a complexity measure of the function class approximating the policy. This drastically improves previously best-known sample bound for policy optimization algorithms, O(text{poly(d)}{varepsilon^8}). Moreover, we empirically test our theory with deep neural nets to show the benefits of the theoretical inspiration.
Fine-Tuning Language Models from Human Preferences
Reward learning enables the application of reinforcement learning (RL) to tasks where reward is defined by human judgment, building a model of reward by asking humans questions. Most work on reward learning has used simulated environments, but complex information about values is often expressed in natural language, and we believe reward learning for language is a key to making RL practical and safe for real-world tasks. In this paper, we build on advances in generative pretraining of language models to apply reward learning to four natural language tasks: continuing text with positive sentiment or physically descriptive language, and summarization tasks on the TL;DR and CNN/Daily Mail datasets. For stylistic continuation we achieve good results with only 5,000 comparisons evaluated by humans. For summarization, models trained with 60,000 comparisons copy whole sentences from the input but skip irrelevant preamble; this leads to reasonable ROUGE scores and very good performance according to our human labelers, but may be exploiting the fact that labelers rely on simple heuristics.
Distributional Reinforcement Learning for Multi-Dimensional Reward Functions
A growing trend for value-based reinforcement learning (RL) algorithms is to capture more information than scalar value functions in the value network. One of the most well-known methods in this branch is distributional RL, which models return distribution instead of scalar value. In another line of work, hybrid reward architectures (HRA) in RL have studied to model source-specific value functions for each source of reward, which is also shown to be beneficial in performance. To fully inherit the benefits of distributional RL and hybrid reward architectures, we introduce Multi-Dimensional Distributional DQN (MD3QN), which extends distributional RL to model the joint return distribution from multiple reward sources. As a by-product of joint distribution modeling, MD3QN can capture not only the randomness in returns for each source of reward, but also the rich reward correlation between the randomness of different sources. We prove the convergence for the joint distributional Bellman operator and build our empirical algorithm by minimizing the Maximum Mean Discrepancy between joint return distribution and its Bellman target. In experiments, our method accurately models the joint return distribution in environments with richly correlated reward functions, and outperforms previous RL methods utilizing multi-dimensional reward functions in the control setting.
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.
Tool-Augmented Reward Modeling
Reward modeling (a.k.a., preference modeling) is instrumental for aligning large language models with human preferences, particularly within the context of reinforcement learning from human feedback (RLHF). While conventional reward models (RMs) have exhibited remarkable scalability, they oft struggle with fundamental functionality such as arithmetic computation, code execution, and factual lookup. In this paper, we propose a tool-augmented preference modeling approach, named Themis, to address these limitations by empowering RMs with access to external environments, including calculators and search engines. This approach not only fosters synergy between tool utilization and reward grading but also enhances interpretive capacity and scoring reliability. Our study delves into the integration of external tools into RMs, enabling them to interact with diverse external sources and construct task-specific tool engagement and reasoning traces in an autoregressive manner. We validate our approach across a wide range of domains, incorporating seven distinct external tools. Our experimental results demonstrate a noteworthy overall improvement of 17.7% across eight tasks in preference ranking. Furthermore, our approach outperforms Gopher 280B by 7.3% on TruthfulQA task in zero-shot evaluation. In human evaluations, RLHF trained with Themis attains an average win rate of 32% when compared to baselines across four distinct tasks. Additionally, we provide a comprehensive collection of tool-related RM datasets, incorporating data from seven distinct tool APIs, totaling 15,000 instances. We have made the code, data, and model checkpoints publicly available to facilitate and inspire further research advancements\url{https://github.com/ernie-research/Tool-Augmented-Reward-Model}.
PAL: Pluralistic Alignment Framework for Learning from Heterogeneous Preferences
Large foundation models pretrained on raw web-scale data are not readily deployable without additional step of extensive alignment to human preferences. Such alignment is typically done by collecting large amounts of pairwise comparisons from humans ("Do you prefer output A or B?") and learning a reward model or a policy with the Bradley-Terry-Luce (BTL) model as a proxy for a human's underlying implicit preferences. These methods generally suffer from assuming a universal preference shared by all humans, which lacks the flexibility of adapting to plurality of opinions and preferences. In this work, we propose PAL, a framework to model human preference complementary to existing pretraining strategies, which incorporates plurality from the ground up. We propose using the ideal point model as a lens to view alignment using preference comparisons. Together with our novel reformulation and using mixture modeling, our framework captures the plurality of population preferences while simultaneously learning a common preference latent space across different preferences, which can few-shot generalize to new, unseen users. Our approach enables us to use the penultimate-layer representation of large foundation models and simple MLP layers to learn reward functions that are on-par with the existing large state-of-the-art reward models, thereby enhancing efficiency of reward modeling significantly. We show that PAL achieves competitive reward model accuracy compared to strong baselines on 1) Language models with Summary dataset ; 2) Image Generative models with Pick-a-Pic dataset ; 3) A new semisynthetic heterogeneous dataset generated using Anthropic Personas. Finally, our experiments also highlight the shortcoming of current preference datasets that are created using rigid rubrics which wash away heterogeneity, and call for more nuanced data collection approaches.
Directly Fine-Tuning Diffusion Models on Differentiable Rewards
We present Direct Reward Fine-Tuning (DRaFT), a simple and effective method for fine-tuning diffusion models to maximize differentiable reward functions, such as scores from human preference models. We first show that it is possible to backpropagate the reward function gradient through the full sampling procedure, and that doing so achieves strong performance on a variety of rewards, outperforming reinforcement learning-based approaches. We then propose more efficient variants of DRaFT: DRaFT-K, which truncates backpropagation to only the last K steps of sampling, and DRaFT-LV, which obtains lower-variance gradient estimates for the case when K=1. We show that our methods work well for a variety of reward functions and can be used to substantially improve the aesthetic quality of images generated by Stable Diffusion 1.4. Finally, we draw connections between our approach and prior work, providing a unifying perspective on the design space of gradient-based fine-tuning algorithms.
Towards QD-suite: developing a set of benchmarks for Quality-Diversity algorithms
While the field of Quality-Diversity (QD) has grown into a distinct branch of stochastic optimization, a few problems, in particular locomotion and navigation tasks, have become de facto standards. Are such benchmarks sufficient? Are they representative of the key challenges faced by QD algorithms? Do they provide the ability to focus on one particular challenge by properly disentangling it from others? Do they have much predictive power in terms of scalability and generalization? Existing benchmarks are not standardized, and there is currently no MNIST equivalent for QD. Inspired by recent works on Reinforcement Learning benchmarks, we argue that the identification of challenges faced by QD methods and the development of targeted, challenging, scalable but affordable benchmarks is an important step. As an initial effort, we identify three problems that are challenging in sparse reward settings, and propose associated benchmarks: (1) Behavior metric bias, which can result from the use of metrics that do not match the structure of the behavior space. (2) Behavioral Plateaus, with varying characteristics, such that escaping them would require adaptive QD algorithms and (3) Evolvability Traps, where small variations in genotype result in large behavioral changes. The environments that we propose satisfy the properties listed above.
Rewarded soups: towards Pareto-optimal alignment by interpolating weights fine-tuned on diverse rewards
Foundation models are first pre-trained on vast unsupervised datasets and then fine-tuned on labeled data. Reinforcement learning, notably from human feedback (RLHF), can further align the network with the intended usage. Yet the imperfections in the proxy reward may hinder the training and lead to suboptimal results; the diversity of objectives in real-world tasks and human opinions exacerbate the issue. This paper proposes embracing the heterogeneity of diverse rewards by following a multi-policy strategy. Rather than focusing on a single a priori reward, we aim for Pareto-optimal generalization across the entire space of preferences. To this end, we propose rewarded soup, first specializing multiple networks independently (one for each proxy reward) and then interpolating their weights linearly. This succeeds empirically because we show that the weights remain linearly connected when fine-tuned on diverse rewards from a shared pre-trained initialization. We demonstrate the effectiveness of our approach for text-to-text (summarization, Q&A, helpful assistant, review), text-image (image captioning, text-to-image generation, visual grounding, VQA), and control (locomotion) tasks. We hope to enhance the alignment of deep models, and how they interact with the world in all its diversity.
Multi-task Representation Learning for Pure Exploration in Linear Bandits
Despite the recent success of representation learning in sequential decision making, the study of the pure exploration scenario (i.e., identify the best option and minimize the sample complexity) is still limited. In this paper, we study multi-task representation learning for best arm identification in linear bandits (RepBAI-LB) and best policy identification in contextual linear bandits (RepBPI-CLB), two popular pure exploration settings with wide applications, e.g., clinical trials and web content optimization. In these two problems, all tasks share a common low-dimensional linear representation, and our goal is to leverage this feature to accelerate the best arm (policy) identification process for all tasks. For these problems, we design computationally and sample efficient algorithms DouExpDes and C-DouExpDes, which perform double experimental designs to plan optimal sample allocations for learning the global representation. We show that by learning the common representation among tasks, our sample complexity is significantly better than that of the native approach which solves tasks independently. To the best of our knowledge, this is the first work to demonstrate the benefits of representation learning for multi-task pure exploration.
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.
Assessing the Zero-Shot Capabilities of LLMs for Action Evaluation in RL
The temporal credit assignment problem is a central challenge in Reinforcement Learning (RL), concerned with attributing the appropriate influence to each actions in a trajectory for their ability to achieve a goal. However, when feedback is delayed and sparse, the learning signal is poor, and action evaluation becomes harder. Canonical solutions, such as reward shaping and options, require extensive domain knowledge and manual intervention, limiting their scalability and applicability. In this work, we lay the foundations for Credit Assignment with Language Models (CALM), a novel approach that leverages Large Language Models (LLMs) to automate credit assignment via reward shaping and options discovery. CALM uses LLMs to decompose a task into elementary subgoals and assess the achievement of these subgoals in state-action transitions. Every time an option terminates, a subgoal is achieved, and CALM provides an auxiliary reward. This additional reward signal can enhance the learning process when the task reward is sparse and delayed without the need for human-designed rewards. We provide a preliminary evaluation of CALM using a dataset of human-annotated demonstrations from MiniHack, suggesting that LLMs can be effective in assigning credit in zero-shot settings, without examples or LLM fine-tuning. Our preliminary results indicate that the knowledge of LLMs is a promising prior for credit assignment in RL, facilitating the transfer of human knowledge into value functions.
Reward Model Ensembles Help Mitigate Overoptimization
Reinforcement learning from human feedback (RLHF) is a standard approach for fine-tuning large language models to follow instructions. As part of this process, learned reward models are used to approximately model human preferences. However, as imperfect representations of the "true" reward, these learned reward models are susceptible to overoptimization. Gao et al. (2023) studied this phenomenon in a synthetic human feedback setup with a significantly larger "gold" reward model acting as the true reward (instead of humans) and showed that overoptimization remains a persistent problem regardless of the size of the proxy reward model and training data used. Using a similar setup, we conduct a systematic study to evaluate the efficacy of using ensemble-based conservative optimization objectives, specifically worst-case optimization (WCO) and uncertainty-weighted optimization (UWO), for mitigating reward model overoptimization when using two optimization methods: (a) best-of-n sampling (BoN) (b) proximal policy optimization (PPO). We additionally extend the setup of Gao et al. (2023) to include 25% label noise to better mirror real-world conditions. Both with and without label noise, we find that conservative optimization practically eliminates overoptimization and improves performance by up to 70% for BoN sampling. For PPO, ensemble-based conservative optimization always reduces overoptimization and outperforms single reward model optimization. Moreover, combining it with a small KL penalty successfully prevents overoptimization at no performance cost. Overall, our results demonstrate that ensemble-based conservative optimization can effectively counter overoptimization.
Improved Regret for Efficient Online Reinforcement Learning with Linear Function Approximation
We study reinforcement learning with linear function approximation and adversarially changing cost functions, a setup that has mostly been considered under simplifying assumptions such as full information feedback or exploratory conditions.We present a computationally efficient policy optimization algorithm for the challenging general setting of unknown dynamics and bandit feedback, featuring a combination of mirror-descent and least squares policy evaluation in an auxiliary MDP used to compute exploration bonuses.Our algorithm obtains an widetilde O(K^{6/7}) regret bound, improving significantly over previous state-of-the-art of widetilde O (K^{14/15}) in this setting. In addition, we present a version of the same algorithm under the assumption a simulator of the environment is available to the learner (but otherwise no exploratory assumptions are made), and prove it obtains state-of-the-art regret of widetilde O (K^{2/3}).
Reinforcement Learning on Web Interfaces Using Workflow-Guided Exploration
Reinforcement learning (RL) agents improve through trial-and-error, but when reward is sparse and the agent cannot discover successful action sequences, learning stagnates. This has been a notable problem in training deep RL agents to perform web-based tasks, such as booking flights or replying to emails, where a single mistake can ruin the entire sequence of actions. A common remedy is to "warm-start" the agent by pre-training it to mimic expert demonstrations, but this is prone to overfitting. Instead, we propose to constrain exploration using demonstrations. From each demonstration, we induce high-level "workflows" which constrain the allowable actions at each time step to be similar to those in the demonstration (e.g., "Step 1: click on a textbox; Step 2: enter some text"). Our exploration policy then learns to identify successful workflows and samples actions that satisfy these workflows. Workflows prune out bad exploration directions and accelerate the agent's ability to discover rewards. We use our approach to train a novel neural policy designed to handle the semi-structured nature of websites, and evaluate on a suite of web tasks, including the recent World of Bits benchmark. We achieve new state-of-the-art results, and show that workflow-guided exploration improves sample efficiency over behavioral cloning by more than 100x.
A Distributional Perspective on Reinforcement Learning
In this paper we argue for the fundamental importance of the value distribution: the distribution of the random return received by a reinforcement learning agent. This is in contrast to the common approach to reinforcement learning which models the expectation of this return, or value. Although there is an established body of literature studying the value distribution, thus far it has always been used for a specific purpose such as implementing risk-aware behaviour. We begin with theoretical results in both the policy evaluation and control settings, exposing a significant distributional instability in the latter. We then use the distributional perspective to design a new algorithm which applies Bellman's equation to the learning of approximate value distributions. We evaluate our algorithm using the suite of games from the Arcade Learning Environment. We obtain both state-of-the-art results and anecdotal evidence demonstrating the importance of the value distribution in approximate reinforcement learning. Finally, we combine theoretical and empirical evidence to highlight the ways in which the value distribution impacts learning in the approximate setting.
Let's Reinforce Step by Step
While recent advances have boosted LM proficiency in linguistic benchmarks, LMs consistently struggle to reason correctly on complex tasks like mathematics. We turn to Reinforcement Learning from Human Feedback (RLHF) as a method with which to shape model reasoning processes. In particular, we explore two reward schemes, outcome-supervised reward models (ORMs) and process-supervised reward models (PRMs), to optimize for logical reasoning. Our results show that the fine-grained reward provided by PRM-based methods enhances accuracy on simple mathematical reasoning (GSM8K) while, unexpectedly, reducing performance in complex tasks (MATH). Furthermore, we show the critical role reward aggregation functions play in model performance. Providing promising avenues for future research, our study underscores the need for further exploration into fine-grained reward modeling for more reliable language models.
On the Modeling Capabilities of Large Language Models for Sequential Decision Making
Large pretrained models are showing increasingly better performance in reasoning and planning tasks across different modalities, opening the possibility to leverage them for complex sequential decision making problems. In this paper, we investigate the capabilities of Large Language Models (LLMs) for reinforcement learning (RL) across a diversity of interactive domains. We evaluate their ability to produce decision-making policies, either directly, by generating actions, or indirectly, by first generating reward models to train an agent with RL. Our results show that, even without task-specific fine-tuning, LLMs excel at reward modeling. In particular, crafting rewards through artificial intelligence (AI) feedback yields the most generally applicable approach and can enhance performance by improving credit assignment and exploration. Finally, in environments with unfamiliar dynamics, we explore how fine-tuning LLMs with synthetic data can significantly improve their reward modeling capabilities while mitigating catastrophic forgetting, further broadening their utility in sequential decision-making tasks.
Hypernetworks for Zero-shot Transfer in Reinforcement Learning
In this paper, hypernetworks are trained to generate behaviors across a range of unseen task conditions, via a novel TD-based training objective and data from a set of near-optimal RL solutions for training tasks. This work relates to meta RL, contextual RL, and transfer learning, with a particular focus on zero-shot performance at test time, enabled by knowledge of the task parameters (also known as context). Our technical approach is based upon viewing each RL algorithm as a mapping from the MDP specifics to the near-optimal value function and policy and seek to approximate it with a hypernetwork that can generate near-optimal value functions and policies, given the parameters of the MDP. We show that, under certain conditions, this mapping can be considered as a supervised learning problem. We empirically evaluate the effectiveness of our method for zero-shot transfer to new reward and transition dynamics on a series of continuous control tasks from DeepMind Control Suite. Our method demonstrates significant improvements over baselines from multitask and meta RL approaches.
Qwen2.5-Math Technical Report: Toward Mathematical Expert Model via Self-Improvement
In this report, we present a series of math-specific large language models: Qwen2.5-Math and Qwen2.5-Math-Instruct-1.5B/7B/72B. The core innovation of the Qwen2.5 series lies in integrating the philosophy of self-improvement throughout the entire pipeline, from pre-training and post-training to inference: (1) During the pre-training phase, Qwen2-Math-Instruct is utilized to generate large-scale, high-quality mathematical data. (2) In the post-training phase, we develop a reward model (RM) by conducting massive sampling from Qwen2-Math-Instruct. This RM is then applied to the iterative evolution of data in supervised fine-tuning (SFT). With a stronger SFT model, it's possible to iteratively train and update the RM, which in turn guides the next round of SFT data iteration. On the final SFT model, we employ the ultimate RM for reinforcement learning, resulting in the Qwen2.5-Math-Instruct. (3) Furthermore, during the inference stage, the RM is used to guide sampling, optimizing the model's performance. Qwen2.5-Math-Instruct supports both Chinese and English, and possess advanced mathematical reasoning capabilities, including Chain-of-Thought (CoT) and Tool-Integrated Reasoning (TIR). We evaluate our models on 10 mathematics datasets in both English and Chinese, such as GSM8K, MATH, GaoKao, AMC23, and AIME24, covering a range of difficulties from grade school level to math competition problems.
Provable and Practical: Efficient Exploration in Reinforcement Learning via Langevin Monte Carlo
We present a scalable and effective exploration strategy based on Thompson sampling for reinforcement learning (RL). One of the key shortcomings of existing Thompson sampling algorithms is the need to perform a Gaussian approximation of the posterior distribution, which is not a good surrogate in most practical settings. We instead directly sample the Q function from its posterior distribution, by using Langevin Monte Carlo, an efficient type of Markov Chain Monte Carlo (MCMC) method. Our method only needs to perform noisy gradient descent updates to learn the exact posterior distribution of the Q function, which makes our approach easy to deploy in deep RL. We provide a rigorous theoretical analysis for the proposed method and demonstrate that, in the linear Markov decision process (linear MDP) setting, it has a regret bound of O(d^{3/2}H^{3/2}T), where d is the dimension of the feature mapping, H is the planning horizon, and T is the total number of steps. We apply this approach to deep RL, by using Adam optimizer to perform gradient updates. Our approach achieves better or similar results compared with state-of-the-art deep RL algorithms on several challenging exploration tasks from the Atari57 suite.
From r to Q^*: Your Language Model is Secretly a Q-Function
Reinforcement Learning From Human Feedback (RLHF) has been a critical to the success of the latest generation of generative AI models. In response to the complex nature of the classical RLHF pipeline, direct alignment algorithms such as Direct Preference Optimization (DPO) have emerged as an alternative approach. Although DPO solves the same objective as the standard RLHF setup, there is a mismatch between the two approaches. Standard RLHF deploys reinforcement learning in a specific token-level MDP, while DPO is derived as a bandit problem in which the whole response of the model is treated as a single arm. In this work we rectify this difference, first we theoretically show that we can derive DPO in the token-level MDP as a general inverse Q-learning algorithm, which satisfies the Bellman equation. Using our theoretical results, we provide three concrete empirical insights. First, we show that because of its token level interpretation, DPO is able to perform some type of credit assignment. Next, we prove that under the token level formulation, classical search-based algorithms, such as MCTS, which have recently been applied to the language generation space, are equivalent to likelihood-based search on a DPO policy. Empirically we show that a simple beam search yields meaningful improvement over the base DPO policy. Finally, we show how the choice of reference policy causes implicit rewards to decline during training. We conclude by discussing applications of our work, including information elicitation in multi-tun dialogue, reasoning, agentic applications and end-to-end training of multi-model systems.
Using Human Feedback to Fine-tune Diffusion Models without Any Reward Model
Using reinforcement learning with human feedback (RLHF) has shown significant promise in fine-tuning diffusion models. Previous methods start by training a reward model that aligns with human preferences, then leverage RL techniques to fine-tune the underlying models. However, crafting an efficient reward model demands extensive datasets, optimal architecture, and manual hyperparameter tuning, making the process both time and cost-intensive. The direct preference optimization (DPO) method, effective in fine-tuning large language models, eliminates the necessity for a reward model. However, the extensive GPU memory requirement of the diffusion model's denoising process hinders the direct application of the DPO method. To address this issue, we introduce the Direct Preference for Denoising Diffusion Policy Optimization (D3PO) method to directly fine-tune diffusion models. The theoretical analysis demonstrates that although D3PO omits training a reward model, it effectively functions as the optimal reward model trained using human feedback data to guide the learning process. This approach requires no training of a reward model, proving to be more direct, cost-effective, and minimizing computational overhead. In experiments, our method uses the relative scale of objectives as a proxy for human preference, delivering comparable results to methods using ground-truth rewards. Moreover, D3PO demonstrates the ability to reduce image distortion rates and generate safer images, overcoming challenges lacking robust reward models.
Learning to Incentivize Information Acquisition: Proper Scoring Rules Meet Principal-Agent Model
We study the incentivized information acquisition problem, where a principal hires an agent to gather information on her behalf. Such a problem is modeled as a Stackelberg game between the principal and the agent, where the principal announces a scoring rule that specifies the payment, and then the agent then chooses an effort level that maximizes her own profit and reports the information. We study the online setting of such a problem from the principal's perspective, i.e., designing the optimal scoring rule by repeatedly interacting with the strategic agent. We design a provably sample efficient algorithm that tailors the UCB algorithm (Auer et al., 2002) to our model, which achieves a sublinear T^{2/3}-regret after T iterations. Our algorithm features a delicate estimation procedure for the optimal profit of the principal, and a conservative correction scheme that ensures the desired agent's actions are incentivized. Furthermore, a key feature of our regret bound is that it is independent of the number of states of the environment.
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.
Reachability-Aware Laplacian Representation in Reinforcement Learning
In Reinforcement Learning (RL), Laplacian Representation (LapRep) is a task-agnostic state representation that encodes the geometry of the environment. A desirable property of LapRep stated in prior works is that the Euclidean distance in the LapRep space roughly reflects the reachability between states, which motivates the usage of this distance for reward shaping. However, we find that LapRep does not necessarily have this property in general: two states having small distance under LapRep can actually be far away in the environment. Such mismatch would impede the learning process in reward shaping. To fix this issue, we introduce a Reachability-Aware Laplacian Representation (RA-LapRep), by properly scaling each dimension of LapRep. Despite the simplicity, we demonstrate that RA-LapRep can better capture the inter-state reachability as compared to LapRep, through both theoretical explanations and experimental results. Additionally, we show that this improvement yields a significant boost in reward shaping performance and also benefits bottleneck state discovery.
EAGER: Asking and Answering Questions for Automatic Reward Shaping in Language-guided RL
Reinforcement learning (RL) in long horizon and sparse reward tasks is notoriously difficult and requires a lot of training steps. A standard solution to speed up the process is to leverage additional reward signals, shaping it to better guide the learning process. In the context of language-conditioned RL, the abstraction and generalisation properties of the language input provide opportunities for more efficient ways of shaping the reward. In this paper, we leverage this idea and propose an automated reward shaping method where the agent extracts auxiliary objectives from the general language goal. These auxiliary objectives use a question generation (QG) and question answering (QA) system: they consist of questions leading the agent to try to reconstruct partial information about the global goal using its own trajectory. When it succeeds, it receives an intrinsic reward proportional to its confidence in its answer. This incentivizes the agent to generate trajectories which unambiguously explain various aspects of the general language goal. Our experimental study shows that this approach, which does not require engineer intervention to design the auxiliary objectives, improves sample efficiency by effectively directing exploration.