Abstract:A longstanding goal of artificial general intelligence is highly capable generalists that can learn from diverse experiences and generalize to unseen tasks. The language and vision communities have seen remarkable progress toward this trend by scaling up transformer-based models trained on massive datasets, while reinforcement learning (RL) agents still suffer from poor generalization capacity under such paradigms. To tackle this challenge, we propose Meta Decision Transformer (Meta-DT), which leverages the sequential modeling ability of the transformer architecture and robust task representation learning via world model disentanglement to achieve efficient generalization in offline meta-RL. We pretrain a context-aware world model to learn a compact task representation, and inject it as a contextual condition to the causal transformer to guide task-oriented sequence generation. Then, we subtly utilize history trajectories generated by the meta-policy as a self-guided prompt to exploit the architectural inductive bias. We select the trajectory segment that yields the largest prediction error on the pretrained world model to construct the prompt, aiming to encode task-specific information complementary to the world model maximally. Notably, the proposed framework eliminates the requirement of any expert demonstration or domain knowledge at test time. Experimental results on MuJoCo and Meta-World benchmarks across various dataset types show that Meta-DT exhibits superior few and zero-shot generalization capacity compared to strong baselines while being more practical with fewer prerequisites. Our code is available at https://github.com/NJU-RL/Meta-DT.
Abstract:Recently, multimodal large language models (MLLMs) have demonstrated strong visual understanding and decision-making capabilities, enabling the exploration of autonomously improving MLLMs in unknown environments. However, external feedback like human or environmental feedback is not always available. To address this challenge, existing methods primarily focus on enhancing the decision-making capabilities of MLLMs through voting and scoring mechanisms, while little effort has been paid to improving the environmental comprehension of MLLMs in unknown environments. To fully unleash the self-learning potential of MLLMs, we propose a novel actor-critic self-learning paradigm, dubbed SELU, inspired by the actor-critic paradigm in reinforcement learning. The critic employs self-asking and hindsight relabeling to extract knowledge from interaction trajectories collected by the actor, thereby augmenting its environmental comprehension. Simultaneously, the actor is improved by the self-feedback provided by the critic, enhancing its decision-making. We evaluate our method in the AI2-THOR and VirtualHome environments, and SELU achieves critic improvements of approximately 28% and 30%, and actor improvements of about 20% and 24% via self-learning.
Abstract:For on-policy reinforcement learning, discretizing action space for continuous control can easily express multiple modes and is straightforward to optimize. However, without considering the inherent ordering between the discrete atomic actions, the explosion in the number of discrete actions can possess undesired properties and induce a higher variance for the policy gradient estimator. In this paper, we introduce a straightforward architecture that addresses this issue by constraining the discrete policy to be unimodal using Poisson probability distributions. This unimodal architecture can better leverage the continuity in the underlying continuous action space using explicit unimodal probability distributions. We conduct extensive experiments to show that the discrete policy with the unimodal probability distribution provides significantly faster convergence and higher performance for on-policy reinforcement learning algorithms in challenging control tasks, especially in highly complex tasks such as Humanoid. We provide theoretical analysis on the variance of the policy gradient estimator, which suggests that our attentively designed unimodal discrete policy can retain a lower variance and yield a stable learning process.
Abstract:Vehicle motion planning is an essential component of autonomous driving technology. Current rule-based vehicle motion planning methods perform satisfactorily in common scenarios but struggle to generalize to long-tailed situations. Meanwhile, learning-based methods have yet to achieve superior performance over rule-based approaches in large-scale closed-loop scenarios. To address these issues, we propose PlanAgent, the first mid-to-mid planning system based on a Multi-modal Large Language Model (MLLM). MLLM is used as a cognitive agent to introduce human-like knowledge, interpretability, and common-sense reasoning into the closed-loop planning. Specifically, PlanAgent leverages the power of MLLM through three core modules. First, an Environment Transformation module constructs a Bird's Eye View (BEV) map and a lane-graph-based textual description from the environment as inputs. Second, a Reasoning Engine module introduces a hierarchical chain-of-thought from scene understanding to lateral and longitudinal motion instructions, culminating in planner code generation. Last, a Reflection module is integrated to simulate and evaluate the generated planner for reducing MLLM's uncertainty. PlanAgent is endowed with the common-sense reasoning and generalization capability of MLLM, which empowers it to effectively tackle both common and complex long-tailed scenarios. Our proposed PlanAgent is evaluated on the large-scale and challenging nuPlan benchmarks. A comprehensive set of experiments convincingly demonstrates that PlanAgent outperforms the existing state-of-the-art in the closed-loop motion planning task. Codes will be soon released.
Abstract:In visual Reinforcement Learning (RL), upstream representation learning largely determines the effect of downstream policy learning. Employing auxiliary tasks allows the agent to enhance visual representation in a targeted manner, thereby improving the sample efficiency and performance of downstream RL. Prior advanced auxiliary tasks all focus on how to extract as much information as possible from limited experience (including observations, actions, and rewards) through their different auxiliary objectives, whereas in this article, we first start from another perspective: auxiliary training data. We try to improve auxiliary representation learning for RL by enriching auxiliary training data, proposing \textbf{L}earning \textbf{F}uture representation with \textbf{S}ynthetic observations \textbf{(LFS)}, a novel self-supervised RL approach. Specifically, we propose a training-free method to synthesize observations that may contain future information, as well as a data selection approach to eliminate unqualified synthetic noise. The remaining synthetic observations and real observations then serve as the auxiliary data to achieve a clustering-based temporal association task for representation learning. LFS allows the agent to access and learn observations that have not yet appeared in advance, so as to quickly understand and exploit them when they occur later. In addition, LFS does not rely on rewards or actions, which means it has a wider scope of application (e.g., learning from video) than recent advanced auxiliary tasks. Extensive experiments demonstrate that our LFS exhibits state-of-the-art RL sample efficiency on challenging continuous control and enables advanced visual pre-training based on action-free video demonstrations.
Abstract:In object goal navigation, agents navigate towards objects identified by category labels using visual and spatial information. Previously, solely network-based methods typically rely on historical data for object affinities estimation, lacking adaptability to new environments and unseen targets. Simultaneously, employing Large Language Models (LLMs) for navigation as either planners or agents, though offering a broad knowledge base, is cost-inefficient and lacks targeted historical experience. Addressing these challenges, we present the LLM-enhanced Object Affinities Transfer (LOAT) framework, integrating LLM-derived object semantics with network-based approaches to leverage experiential object affinities, thus improving adaptability in unfamiliar settings. LOAT employs a dual-module strategy: a generalized affinities module for accessing LLMs' vast knowledge and an experiential affinities module for applying learned object semantic relationships, complemented by a dynamic fusion module harmonizing these information sources based on temporal context. The resulting scores activate semantic maps before feeding into downstream policies, enhancing navigation systems with context-aware inputs. Our evaluations in AI2-THOR and Habitat simulators demonstrate improvements in both navigation success rates and efficiency, validating the LOAT's efficacy in integrating LLM insights for improved object goal navigation.
Abstract:Many real-world applications involve some agents that fall into two teams, with payoffs that are equal within the same team but of opposite sign across the opponent team. The so-called two-team zero-sum Markov games (2t0sMGs) can be resolved with reinforcement learning in recent years. However, existing methods are thus inefficient in light of insufficient consideration of intra-team credit assignment, data utilization and computational intractability. In this paper, we propose the individual-global-minimax (IGMM) principle to ensure the coherence between two-team minimax behaviors and the individual greedy behaviors through Q functions in 2t0sMGs. Based on it, we present a novel multi-agent reinforcement learning framework, Factorized Multi-Agent MiniMax Q-Learning (FM3Q), which can factorize the joint minimax Q function into individual ones and iteratively solve for the IGMM-satisfied minimax Q functions for 2t0sMGs. Moreover, an online learning algorithm with neural networks is proposed to implement FM3Q and obtain the deterministic and decentralized minimax policies for two-team players. A theoretical analysis is provided to prove the convergence of FM3Q. Empirically, we use three environments to evaluate the learning efficiency and final performance of FM3Q and show its superiority on 2t0sMGs.
Abstract:Robotic agents must master common sense and long-term sequential decisions to solve daily tasks through natural language instruction. The developments in Large Language Models (LLMs) in natural language processing have inspired efforts to use LLMs in complex robot planning. Despite LLMs' great generalization and comprehension of instruction tasks, LLMs-generated task plans sometimes lack feasibility and correctness. To address the problem, we propose a RoboGPT agent\footnote{our code and dataset will be released soon} for making embodied long-term decisions for daily tasks, with two modules: 1) LLMs-based planning with re-plan to break the task into multiple sub-goals; 2) RoboSkill individually designed for sub-goals to learn better navigation and manipulation skills. The LLMs-based planning is enhanced with a new robotic dataset and re-plan, called RoboGPT. The new robotic dataset of 67k daily instruction tasks is gathered for fine-tuning the Llama model and obtaining RoboGPT. RoboGPT planner with strong generalization can plan hundreds of daily instruction tasks. Additionally, a low-computational Re-Plan module is designed to allow plans to flexibly adapt to the environment, thereby addressing the nomenclature diversity challenge. The proposed RoboGPT agent outperforms SOTA methods on the ALFRED daily tasks. Moreover, RoboGPT planner exceeds SOTA LLM-based planners like ChatGPT in task-planning rationality for hundreds of unseen daily tasks, and even other domain tasks, while keeping the large model's original broad application and generality.
Abstract:Due to its training stability and strong expression, the diffusion model has attracted considerable attention in offline reinforcement learning. However, several challenges have also come with it: 1) The demand for a large number of diffusion steps makes the diffusion-model-based methods time inefficient and limits their applications in real-time control; 2) How to achieve policy improvement with accurate guidance for diffusion model-based policy is still an open problem. Inspired by the consistency model, we propose a novel time-efficiency method named Consistency Policy with Q-Learning (CPQL), which derives action from noise by a single step. By establishing a mapping from the reverse diffusion trajectories to the desired policy, we simultaneously address the issues of time efficiency and inaccurate guidance when updating diffusion model-based policy with the learned Q-function. We demonstrate that CPQL can achieve policy improvement with accurate guidance for offline reinforcement learning, and can be seamlessly extended for online RL tasks. Experimental results indicate that CPQL achieves new state-of-the-art performance on 11 offline and 21 online tasks, significantly improving inference speed by nearly 45 times compared to Diffusion-QL. We will release our code later.
Abstract:Learning diverse and qualified behaviors for utilization and adaptation without supervision is a key ability of intelligent creatures. Ideal unsupervised skill discovery methods are able to produce diverse and qualified skills in the absence of extrinsic reward, while the discovered skill set can efficiently adapt to downstream tasks in various ways. Maximizing the Mutual Information (MI) between skills and visited states can achieve ideal skill-conditioned behavior distillation in theory. However, it's difficult for recent advanced methods to well balance behavioral quality (exploration) and diversity (exploitation) in practice, which may be attributed to the unreasonable MI estimation by their rigid intrinsic reward design. In this paper, we propose Contrastive multi-objectives Skill Discovery (ComSD) which tries to mitigate the quality-versus-diversity conflict of discovered behaviors through a more reasonable MI estimation and a dynamically weighted intrinsic reward. ComSD proposes to employ contrastive learning for a more reasonable estimation of skill-conditioned entropy in MI decomposition. In addition, a novel weighting mechanism is proposed to dynamically balance different entropy (in MI decomposition) estimations into a novel multi-objective intrinsic reward, to improve both skill diversity and quality. For challenging robot behavior discovery, ComSD can produce a qualified skill set consisting of diverse behaviors at different activity levels, which recent advanced methods cannot. On numerical evaluations, ComSD exhibits state-of-the-art adaptation performance, significantly outperforming recent advanced skill discovery methods across all skill combination tasks and most skill finetuning tasks. Codes will be released at https://github.com/liuxin0824/ComSD.