Abstract:Adversarial Imitation Learning is traditionally framed as a two-player zero-sum game between a learner and an adversarially chosen cost function, and can therefore be thought of as the sequential generalization of a Generative Adversarial Network (GAN). A prominent example of this framework is Generative Adversarial Imitation Learning (GAIL). However, in recent years, diffusion models have emerged as a non-adversarial alternative to GANs that merely require training a score function via regression, yet produce generations of a higher quality. In response, we investigate how to lift insights from diffusion modeling to the sequential setting. We propose diffusing states and performing score-matching along diffused states to measure the discrepancy between the expert's and learner's states. Thus, our approach only requires training score functions to predict noises via standard regression, making it significantly easier and more stable to train than adversarial methods. Theoretically, we prove first- and second-order instance-dependent bounds with linear scaling in the horizon, proving that our approach avoids the compounding errors that stymie offline approaches to imitation learning. Empirically, we show our approach outperforms GAN-style imitation learning baselines across various continuous control problems, including complex tasks like controlling humanoids to walk, sit, and crawl.
Abstract:Large Language Models (LLMs) have achieved remarkable success at tasks like summarization that involve a single turn of interaction. However, they can still struggle with multi-turn tasks like dialogue that require long-term planning. Previous works on multi-turn dialogue extend single-turn reinforcement learning from human feedback (RLHF) methods to the multi-turn setting by treating all prior dialogue turns as a long context. Such approaches suffer from covariate shift: the conversations in the training set have previous turns generated by some reference policy, which means that low training error may not necessarily correspond to good performance when the learner is actually in the conversation loop. In response, we introduce REgressing the RELative FUture (REFUEL), an efficient policy optimization approach designed to address multi-turn RLHF in LLMs. REFUEL employs a single model to estimate $Q$-values and trains on self-generated data, addressing the covariate shift issue. REFUEL frames the multi-turn RLHF problem as a sequence of regression tasks on iteratively collected datasets, enabling ease of implementation. Theoretically, we prove that REFUEL can match the performance of any policy covered by the training set. Empirically, we evaluate our algorithm by using Llama-3.1-70B-it to simulate a user in conversation with our model. REFUEL consistently outperforms state-of-the-art methods such as DPO and REBEL across various settings. Furthermore, despite having only 8 billion parameters, Llama-3-8B-it fine-tuned with REFUEL outperforms Llama-3.1-70B-it on long multi-turn dialogues. Implementation of REFUEL can be found at https://github.com/ZhaolinGao/REFUEL/, and models trained by REFUEL can be found at https://huggingface.co/Cornell-AGI.
Abstract:Often times in imitation learning (IL), the environment we collect expert demonstrations in and the environment we want to deploy our learned policy in aren't exactly the same (e.g. demonstrations collected in simulation but deployment in the real world). Compared to policy-centric approaches to IL like behavioural cloning, reward-centric approaches like inverse reinforcement learning (IRL) often better replicate expert behaviour in new environments. This transfer is usually performed by optimising the recovered reward under the dynamics of the target environment. However, (a) we find that modern deep IL algorithms frequently recover rewards which induce policies far weaker than the expert, even in the same environment the demonstrations were collected in. Furthermore, (b) these rewards are often quite poorly shaped, necessitating extensive environment interaction to optimise effectively. We provide simple and scalable fixes to both of these concerns. For (a), we find that reward model ensembles combined with a slightly different training objective significantly improves re-training and transfer performance. For (b), we propose a novel evolution-strategies based method EvIL to optimise for a reward-shaping term that speeds up re-training in the target environment, closing a gap left open by the classical theory of IRL. On a suite of continuous control tasks, we are able to re-train policies in target (and source) environments more interaction-efficiently than prior work.
Abstract:We study a multi-agent imitation learning (MAIL) problem where we take the perspective of a learner attempting to coordinate a group of agents based on demonstrations of an expert doing so. Most prior work in MAIL essentially reduces the problem to matching the behavior of the expert within the support of the demonstrations. While doing so is sufficient to drive the value gap between the learner and the expert to zero under the assumption that agents are non-strategic, it does not guarantee robustness to deviations by strategic agents. Intuitively, this is because strategic deviations can depend on a counterfactual quantity: the coordinator's recommendations outside of the state distribution their recommendations induce. In response, we initiate the study of an alternative objective for MAIL in Markov Games we term the regret gap that explicitly accounts for potential deviations by agents in the group. We first perform an in-depth exploration of the relationship between the value and regret gaps. First, we show that while the value gap can be efficiently minimized via a direct extension of single-agent IL algorithms, even value equivalence can lead to an arbitrarily large regret gap. This implies that achieving regret equivalence is harder than achieving value equivalence in MAIL. We then provide a pair of efficient reductions to no-regret online convex optimization that are capable of minimizing the regret gap (a) under a coverage assumption on the expert (MALICE) or (b) with access to a queryable expert (BLADES).
Abstract:Learning from human preference data has emerged as the dominant paradigm for fine-tuning large language models (LLMs). The two most common families of techniques -- online reinforcement learning (RL) such as Proximal Policy Optimization (PPO) and offline contrastive methods such as Direct Preference Optimization (DPO) -- were positioned as equivalent in prior work due to the fact that both have to start from the same offline preference dataset. To further expand our theoretical understanding of the similarities and differences between online and offline techniques for preference fine-tuning, we conduct a rigorous analysis through the lens of dataset coverage, a concept that captures how the training data covers the test distribution and is widely used in RL. We prove that a global coverage condition is both necessary and sufficient for offline contrastive methods to converge to the optimal policy, but a weaker partial coverage condition suffices for online RL methods. This separation provides one explanation of why online RL methods can perform better than offline methods, especially when the offline preference data is not diverse enough. Finally, motivated by our preceding theoretical observations, we derive a hybrid preference optimization (HyPO) algorithm that uses offline data for contrastive-based preference optimization and online data for KL regularization. Theoretically and empirically, we demonstrate that HyPO is more performant than its pure offline counterpart DPO, while still preserving its computation and memory efficiency.
Abstract:While originally developed for continuous control problems, Proximal Policy Optimization (PPO) has emerged as the work-horse of a variety of reinforcement learning (RL) applications including the fine-tuning of generative models. Unfortunately, PPO requires multiple heuristics to enable stable convergence (e.g. value networks, clipping) and is notorious for its sensitivity to the precise implementation of these components. In response, we take a step back and ask what a minimalist RL algorithm for the era of generative models would look like. We propose REBEL, an algorithm that cleanly reduces the problem of policy optimization to regressing the relative rewards via a direct policy parameterization between two completions to a prompt, enabling strikingly lightweight implementation. In theory, we prove that fundamental RL algorithms like Natural Policy Gradient can be seen as variants of REBEL, which allows us to match the strongest known theoretical guarantees in terms of convergence and sample complexity in the RL literature. REBEL can also cleanly incorporate offline data and handle the intransitive preferences we frequently see in practice. Empirically, we find that REBEL provides a unified approach to language modeling and image generation with stronger or similar performance as PPO and DPO, all while being simpler to implement and more computationally tractable than PPO.
Abstract:The inverse reinforcement learning approach to imitation learning is a double-edged sword. On the one hand, it can enable learning from a smaller number of expert demonstrations with more robustness to error compounding than behavioral cloning approaches. On the other hand, it requires that the learner repeatedly solve a computationally expensive reinforcement learning (RL) problem. Often, much of this computation is wasted searching over policies very dissimilar to the expert's. In this work, we propose using hybrid RL -- training on a mixture of online and expert data -- to curtail unnecessary exploration. Intuitively, the expert data focuses the learner on good states during training, which reduces the amount of exploration required to compute a strong policy. Notably, such an approach doesn't need the ability to reset the learner to arbitrary states in the environment, a requirement of prior work in efficient inverse RL. More formally, we derive a reduction from inverse RL to expert-competitive RL (rather than globally optimal RL) that allows us to dramatically reduce interaction during the inner policy search loop while maintaining the benefits of the IRL approach. This allows us to derive both model-free and model-based hybrid inverse RL algorithms with strong policy performance guarantees. Empirically, we find that our approaches are significantly more sample efficient than standard inverse RL and several other baselines on a suite of continuous control tasks.
Abstract:Inverse Reinforcement Learning (IRL) is a powerful framework for learning complex behaviors from expert demonstrations. However, it traditionally requires repeatedly solving a computationally expensive reinforcement learning (RL) problem in its inner loop. It is desirable to reduce the exploration burden by leveraging expert demonstrations in the inner-loop RL. As an example, recent work resets the learner to expert states in order to inform the learner of high-reward expert states. However, such an approach is infeasible in the real world. In this work, we consider an alternative approach to speeding up the RL subroutine in IRL: \emph{pessimism}, i.e., staying close to the expert's data distribution, instantiated via the use of offline RL algorithms. We formalize a connection between offline RL and IRL, enabling us to use an arbitrary offline RL algorithm to improve the sample efficiency of IRL. We validate our theory experimentally by demonstrating a strong correlation between the efficacy of an offline RL algorithm and how well it works as part of an IRL procedure. By using a strong offline RL algorithm as part of an IRL procedure, we are able to find policies that match expert performance significantly more efficiently than the prior art.
Abstract: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.
Abstract:Regardless of the particular task we want them to perform in an environment, there are often shared safety constraints we want our agents to respect. For example, regardless of whether it is making a sandwich or clearing the table, a kitchen robot should not break a plate. Manually specifying such a constraint can be both time-consuming and error-prone. We show how to learn constraints from expert demonstrations of safe task completion by extending inverse reinforcement learning (IRL) techniques to the space of constraints. Intuitively, we learn constraints that forbid highly rewarding behavior that the expert could have taken but chose not to. Unfortunately, the constraint learning problem is rather ill-posed and typically leads to overly conservative constraints that forbid all behavior that the expert did not take. We counter this by leveraging diverse demonstrations that naturally occur in multi-task settings to learn a tighter set of constraints. We validate our method with simulation experiments on high-dimensional continuous control tasks.