Abstract:Text-to-image diffusion models rely on massive, web-scale datasets. Training them from scratch is computationally expensive, and as a result, developers often prefer to make incremental updates to existing models. These updates often compose fine-tuning steps (to learn new concepts or improve model performance) with "unlearning" steps (to "forget" existing concepts, such as copyrighted works or explicit content). In this work, we demonstrate a critical and previously unknown vulnerability that arises in this paradigm: even under benign, non-adversarial conditions, fine-tuning a text-to-image diffusion model on seemingly unrelated images can cause it to "relearn" concepts that were previously "unlearned." We comprehensively investigate the causes and scope of this phenomenon, which we term concept resurgence, by performing a series of experiments which compose "mass concept erasure" (the current state of the art for unlearning in text-to-image diffusion models (Lu et al., 2024)) with subsequent fine-tuning of Stable Diffusion v1.4. Our findings underscore the fragility of composing incremental model updates, and raise serious new concerns about current approaches to ensuring the safety and alignment of text-to-image diffusion models.
Abstract:The ability to efficiently explore high-dimensional state spaces is essential for the practical success of deep Reinforcement Learning (RL). This paper introduces a new exploration technique called Random Latent Exploration (RLE), that combines the strengths of bonus-based and noise-based (two popular approaches for effective exploration in deep RL) exploration strategies. RLE leverages the idea of perturbing rewards by adding structured random rewards to the original task rewards in certain (random) states of the environment, to encourage the agent to explore the environment during training. RLE is straightforward to implement and performs well in practice. To demonstrate the practical effectiveness of RLE, we evaluate it on the challenging Atari and IsaacGym benchmarks and show that RLE exhibits higher overall scores across all the tasks than other approaches.
Abstract:We study the problem of non-convex optimization using Stochastic Gradient Langevin Dynamics (SGLD). SGLD is a natural and popular variation of stochastic gradient descent where at each step, appropriately scaled Gaussian noise is added. To our knowledge, the only strategy for showing global convergence of SGLD on the loss function is to show that SGLD can sample from a stationary distribution which assigns larger mass when the function is small (the Gibbs measure), and then to convert these guarantees to optimization results. We employ a new strategy to analyze the convergence of SGLD to global minima, based on Lyapunov potentials and optimization. We convert the same mild conditions from previous works on SGLD into geometric properties based on Lyapunov potentials. This adapts well to the case with a stochastic gradient oracle, which is natural for machine learning applications where one wants to minimize population loss but only has access to stochastic gradients via minibatch training samples. Here we provide 1) improved rates in the setting of previous works studying SGLD for optimization, 2) the first finite gradient complexity guarantee for SGLD where the function is Lipschitz and the Gibbs measure defined by the function satisfies a Poincar\'e Inequality, and 3) prove if continuous-time Langevin Dynamics succeeds for optimization, then discrete-time SGLD succeeds under mild regularity assumptions.
Abstract:We revisit the efficacy of several practical methods for approximate machine unlearning developed for large-scale deep learning. In addition to complying with data deletion requests, one often-cited potential application for unlearning methods is to remove the effects of training on poisoned data. We experimentally demonstrate that, while existing unlearning methods have been demonstrated to be effective in a number of evaluation settings (e.g., alleviating membership inference attacks), they fail to remove the effects of data poisoning, across a variety of types of poisoning attacks (indiscriminate, targeted, and a newly-introduced Gaussian poisoning attack) and models (image classifiers and LLMs); even when granted a relatively large compute budget. In order to precisely characterize unlearning efficacy, we introduce new evaluation metrics for unlearning based on data poisoning. Our results suggest that a broader perspective, including a wider variety of evaluations, is required to avoid a false sense of confidence in machine unlearning procedures for deep learning without provable guarantees. Moreover, while unlearning methods show some signs of being useful to efficiently remove poisoned datapoints without having to retrain, our work suggests that these methods are not yet "ready for prime time", and currently provide limited benefit over retraining.
Abstract:We study computationally and statistically efficient Reinforcement Learning algorithms for the linear Bellman Complete setting, a setting that uses linear function approximation to capture value functions and unifies existing models like linear Markov Decision Processes (MDP) and Linear Quadratic Regulators (LQR). While it is known from the prior works that this setting is statistically tractable, it remained open whether a computationally efficient algorithm exists. Our work provides a computationally efficient algorithm for the linear Bellman complete setting that works for MDPs with large action spaces, random initial states, and random rewards but relies on the underlying dynamics to be deterministic. Our approach is based on randomization: we inject random noise into least square regression problems to perform optimistic value iteration. Our key technical contribution is to carefully design the noise to only act in the null space of the training data to ensure optimism while circumventing a subtle error amplification issue.
Abstract:We revisit the problem of offline reinforcement learning with value function realizability but without Bellman completeness. Previous work by Xie and Jiang (2021) and Foster et al. (2022) left open the question whether a bounded concentrability coefficient along with trajectory-based offline data admits a polynomial sample complexity. In this work, we provide a negative answer to this question for the task of offline policy evaluation. In addition to addressing this question, we provide a rather complete picture for offline policy evaluation with only value function realizability. Our primary findings are threefold: 1) The sample complexity of offline policy evaluation is governed by the concentrability coefficient in an aggregated Markov Transition Model jointly determined by the function class and the offline data distribution, rather than that in the original MDP. This unifies and generalizes the ideas of Xie and Jiang (2021) and Foster et al. (2022), 2) The concentrability coefficient in the aggregated Markov Transition Model may grow exponentially with the horizon length, even when the concentrability coefficient in the original MDP is small and the offline data is admissible (i.e., the data distribution equals the occupancy measure of some policy), 3) Under value function realizability, there is a generic reduction that can convert any hard instance with admissible data to a hard instance with trajectory data, implying that trajectory data offers no extra benefits over admissible data. These three pieces jointly resolve the open problem, though each of them could be of independent interest.
Abstract:The theories of offline and online reinforcement learning, despite having evolved in parallel, have begun to show signs of the possibility for a unification, with algorithms and analysis techniques for one setting often having natural counterparts in the other. However, the notion of density ratio modeling, an emerging paradigm in offline RL, has been largely absent from online RL, perhaps for good reason: the very existence and boundedness of density ratios relies on access to an exploratory dataset with good coverage, but the core challenge in online RL is to collect such a dataset without having one to start. In this work we show -- perhaps surprisingly -- that density ratio-based algorithms have online counterparts. Assuming only the existence of an exploratory distribution with good coverage, a structural condition known as coverability (Xie et al., 2023), we give a new algorithm (GLOW) that uses density ratio realizability and value function realizability to perform sample-efficient online exploration. GLOW addresses unbounded density ratios via careful use of truncation, and combines this with optimism to guide exploration. GLOW is computationally inefficient; we complement it with a more efficient counterpart, HyGLOW, for the Hybrid RL setting (Song et al., 2022) wherein online RL is augmented with additional offline data. HyGLOW is derived as a special case of a more general meta-algorithm that provides a provable black-box reduction from hybrid RL to offline RL, which may be of independent interest.
Abstract:Hybrid RL is the setting where an RL agent has access to both offline data and online data by interacting with the real-world environment. In this work, we propose a new hybrid RL algorithm that combines an on-policy actor-critic method with offline data. On-policy methods such as policy gradient and natural policy gradient (NPG) have shown to be more robust to model misspecification, though sometimes it may not be as sample efficient as methods that rely on off-policy learning. On the other hand, offline methods that depend on off-policy training often require strong assumptions in theory and are less stable to train in practice. Our new approach integrates a procedure of off-policy training on the offline data into an on-policy NPG framework. We show that our approach, in theory, can obtain a best-of-both-worlds type of result -- it achieves the state-of-art theoretical guarantees of offline RL when offline RL-specific assumptions hold, while at the same time maintaining the theoretical guarantees of on-policy NPG regardless of the offline RL assumptions' validity. Experimentally, in challenging rich-observation environments, we show that our approach outperforms a state-of-the-art hybrid RL baseline which only relies on off-policy policy optimization, demonstrating the empirical benefit of combining on-policy and off-policy learning. Our code is publicly available at https://github.com/YifeiZhou02/HNPG.
Abstract:We study the problem of agnostic PAC reinforcement learning (RL): given a policy class $\Pi$, how many rounds of interaction with an unknown MDP (with a potentially large state and action space) are required to learn an $\epsilon$-suboptimal policy with respect to $\Pi$? Towards that end, we introduce a new complexity measure, called the \emph{spanning capacity}, that depends solely on the set $\Pi$ and is independent of the MDP dynamics. With a generative model, we show that for any policy class $\Pi$, bounded spanning capacity characterizes PAC learnability. However, for online RL, the situation is more subtle. We show there exists a policy class $\Pi$ with a bounded spanning capacity that requires a superpolynomial number of samples to learn. This reveals a surprising separation for agnostic learnability between generative access and online access models (as well as between deterministic/stochastic MDPs under online access). On the positive side, we identify an additional \emph{sunflower} structure, which in conjunction with bounded spanning capacity enables statistically efficient online RL via a new algorithm called POPLER, which takes inspiration from classical importance sampling methods as well as techniques for reachable-state identification and policy evaluation in reward-free exploration.
Abstract:We consider the problem of contextual bandits and imitation learning, where the learner lacks direct knowledge of the executed action's reward. Instead, the learner can actively query an expert at each round to compare two actions and receive noisy preference feedback. The learner's objective is two-fold: to minimize the regret associated with the executed actions, while simultaneously, minimizing the number of comparison queries made to the expert. In this paper, we assume that the learner has access to a function class that can represent the expert's preference model under appropriate link functions, and provide an algorithm that leverages an online regression oracle with respect to this function class for choosing its actions and deciding when to query. For the contextual bandit setting, our algorithm achieves a regret bound that combines the best of both worlds, scaling as $O(\min\{\sqrt{T}, d/\Delta\})$, where $T$ represents the number of interactions, $d$ represents the eluder dimension of the function class, and $\Delta$ represents the minimum preference of the optimal action over any suboptimal action under all contexts. Our algorithm does not require the knowledge of $\Delta$, and the obtained regret bound is comparable to what can be achieved in the standard contextual bandits setting where the learner observes reward signals at each round. Additionally, our algorithm makes only $O(\min\{T, d^2/\Delta^2\})$ queries to the expert. We then extend our algorithm to the imitation learning setting, where the learning agent engages with an unknown environment in episodes of length $H$ each, and provide similar guarantees for regret and query complexity. Interestingly, our algorithm for imitation learning can even learn to outperform the underlying expert, when it is suboptimal, highlighting a practical benefit of preference-based feedback in imitation learning.