Abstract:One important property of DIstribution Correction Estimation (DICE) methods is that the solution is the optimal stationary distribution ratio between the optimized and data collection policy. In this work, we show that DICE-based methods can be viewed as a transformation from the behavior distribution to the optimal policy distribution. Based on this, we propose a novel approach, Diffusion-DICE, that directly performs this transformation using diffusion models. We find that the optimal policy's score function can be decomposed into two terms: the behavior policy's score function and the gradient of a guidance term which depends on the optimal distribution ratio. The first term can be obtained from a diffusion model trained on the dataset and we propose an in-sample learning objective to learn the second term. Due to the multi-modality contained in the optimal policy distribution, the transformation in Diffusion-DICE may guide towards those local-optimal modes. We thus generate a few candidate actions and carefully select from them to approach global-optimum. Different from all other diffusion-based offline RL methods, the guide-then-select paradigm in Diffusion-DICE only uses in-sample actions for training and brings minimal error exploitation in the value function. We use a didatic toycase example to show how previous diffusion-based methods fail to generate optimal actions due to leveraging these errors and how Diffusion-DICE successfully avoids that. We then conduct extensive experiments on benchmark datasets to show the strong performance of Diffusion-DICE.
Abstract:Multimodal pretraining has emerged as an effective strategy for the trinity of goals of representation learning in autonomous robots: 1) extracting both local and global task progression information; 2) enforcing temporal consistency of visual representation; 3) capturing trajectory-level language grounding. Most existing methods approach these via separate objectives, which often reach sub-optimal solutions. In this paper, we propose a universal unified objective that can simultaneously extract meaningful task progression information from image sequences and seamlessly align them with language instructions. We discover that via implicit preferences, where a visual trajectory inherently aligns better with its corresponding language instruction than mismatched pairs, the popular Bradley-Terry model can transform into representation learning through proper reward reparameterizations. The resulted framework, DecisionNCE, mirrors an InfoNCE-style objective but is distinctively tailored for decision-making tasks, providing an embodied representation learning framework that elegantly extracts both local and global task progression features, with temporal consistency enforced through implicit time contrastive learning, while ensuring trajectory-level instruction grounding via multimodal joint encoding. Evaluation on both simulated and real robots demonstrates that DecisionNCE effectively facilitates diverse downstream policy learning tasks, offering a versatile solution for unified representation and reward learning. Project Page: https://2toinf.github.io/DecisionNCE/
Abstract:In this study, we investigate the DIstribution Correction Estimation (DICE) methods, an important line of work in offline reinforcement learning (RL) and imitation learning (IL). DICE-based methods impose state-action-level behavior constraint, which is an ideal choice for offline learning. However, they typically perform much worse than current state-of-the-art (SOTA) methods that solely use action-level behavior constraint. After revisiting DICE-based methods, we find there exist two gradient terms when learning the value function using true-gradient update: forward gradient (taken on the current state) and backward gradient (taken on the next state). Using forward gradient bears a large similarity to many offline RL methods, and thus can be regarded as applying action-level constraint. However, directly adding the backward gradient may degenerate or cancel out its effect if these two gradients have conflicting directions. To resolve this issue, we propose a simple yet effective modification that projects the backward gradient onto the normal plane of the forward gradient, resulting in an orthogonal-gradient update, a new learning rule for DICE-based methods. We conduct thorough theoretical analyses and find that the projected backward gradient brings state-level behavior regularization, which reveals the mystery of DICE-based methods: the value learning objective does try to impose state-action-level constraint, but needs to be used in a corrected way. Through toy examples and extensive experiments on complex offline RL and IL tasks, we demonstrate that DICE-based methods using orthogonal-gradient updates (O-DICE) achieve SOTA performance and great robustness.
Abstract:Diffusion model (DM), as a powerful generative model, recently achieved huge success in various scenarios including offline reinforcement learning, where the policy learns to conduct planning by generating trajectory in the online evaluation. However, despite the effectiveness shown for single-agent learning, it remains unclear how DMs can operate in multi-agent problems, where agents can hardly complete teamwork without good coordination by independently modeling each agent's trajectories. In this paper, we propose MADiff, a novel generative multi-agent learning framework to tackle this problem. MADiff is realized with an attention-based diffusion model to model the complex coordination among behaviors of multiple diffusion agents. To the best of our knowledge, MADiff is the first diffusion-based multi-agent offline RL framework, which behaves as both a decentralized policy and a centralized controller, which includes opponent modeling and can be used for multi-agent trajectory prediction. MADiff takes advantage of the powerful generative ability of diffusion while well-suited in modeling complex multi-agent interactions. Our experiments show the superior performance of MADiff compared to baseline algorithms in a range of multi-agent learning tasks.
Abstract:High-quality traffic flow generation is the core module in building simulators for autonomous driving. However, the majority of available simulators are incapable of replicating traffic patterns that accurately reflect the various features of real-world data while also simulating human-like reactive responses to the tested autopilot driving strategies. Taking one step forward to addressing such a problem, we propose Realistic Interactive TrAffic flow (RITA) as an integrated component of existing driving simulators to provide high-quality traffic flow for the evaluation and optimization of the tested driving strategies. RITA is developed with fidelity, diversity, and controllability in consideration, and consists of two core modules called RITABackend and RITAKit. RITABackend is built to support vehicle-wise control and provide traffic generation models from real-world datasets, while RITAKit is developed with easy-to-use interfaces for controllable traffic generation via RITABackend. We demonstrate RITA's capacity to create diversified and high-fidelity traffic simulations in several highly interactive highway scenarios. The experimental findings demonstrate that our produced RITA traffic flows meet all three design goals, hence enhancing the completeness of driving strategy evaluation. Moreover, we showcase the possibility for further improvement of baseline strategies through online fine-tuning with RITA traffic flows.