Abstract:Preference-based reinforcement learning (PbRL) stands out by utilizing human preferences as a direct reward signal, eliminating the need for intricate reward engineering. However, despite its potential, traditional PbRL methods are often constrained by the indivisibility of annotations, which impedes the learning process. In this paper, we introduce a groundbreaking approach, Skill-Enhanced Preference Optimization Algorithm~(S-EPOA), which addresses the annotation indivisibility issue by integrating skill mechanisms into the preference learning framework. Specifically, we first conduct the unsupervised pretraining to learn useful skills. Then, we propose a novel query selection mechanism to balance the information gain and discriminability over the learned skill space. Experimental results on a range of tasks, including robotic manipulation and locomotion, demonstrate that S-EPOA significantly outperforms conventional PbRL methods in terms of both robustness and learning efficiency. The results highlight the effectiveness of skill-driven learning in overcoming the challenges posed by annotation indivisibility.
Abstract:Offline reinforcement learning (RL) is crucial for real-world applications where exploration can be costly or unsafe. However, offline learned policies are often suboptimal, and further online fine-tuning is required. In this paper, we tackle the fundamental dilemma of offline-to-online fine-tuning: if the agent remains pessimistic, it may fail to learn a better policy, while if it becomes optimistic directly, performance may suffer from a sudden drop. We show that Bayesian design principles are crucial in solving such a dilemma. Instead of adopting optimistic or pessimistic policies, the agent should act in a way that matches its belief in optimal policies. Such a probability-matching agent can avoid a sudden performance drop while still being guaranteed to find the optimal policy. Based on our theoretical findings, we introduce a novel algorithm that outperforms existing methods on various benchmarks, demonstrating the efficacy of our approach. Overall, the proposed approach provides a new perspective on offline-to-online RL that has the potential to enable more effective learning from offline data.
Abstract:The large action space is one fundamental obstacle to deploying Reinforcement Learning methods in the real world. The numerous redundant actions will cause the agents to make repeated or invalid attempts, even leading to task failure. Although current algorithms conduct some initial explorations for this issue, they either suffer from rule-based systems or depend on expert demonstrations, which significantly limits their applicability in many real-world settings. In this work, we examine the theoretical analysis of what action can be eliminated in policy optimization and propose a novel redundant action filtering mechanism. Unlike other works, our method constructs the similarity factor by estimating the distance between the state distributions, which requires no prior knowledge. In addition, we combine the modified inverse model to avoid extensive computation in high-dimensional state space. We reveal the underlying structure of action spaces and propose a simple yet efficient redundant action filtering mechanism named No Prior Mask (NPM) based on the above techniques. We show the superior performance of our method by conducting extensive experiments on high-dimensional, pixel-input, and stochastic problems with various action redundancy. Our code is public online at https://github.com/zhongdy15/npm.
Abstract:Reward-free data is abundant and contains rich prior knowledge of human behaviors, but it is not well exploited by offline reinforcement learning (RL) algorithms. In this paper, we propose UBER, an unsupervised approach to extract useful behaviors from offline reward-free datasets via diversified rewards. UBER assigns different pseudo-rewards sampled from a given prior distribution to different agents to extract a diverse set of behaviors, and reuse them as candidate policies to facilitate the learning of new tasks. Perhaps surprisingly, we show that rewards generated from random neural networks are sufficient to extract diverse and useful behaviors, some even close to expert ones. We provide both empirical and theoretical evidence to justify the use of random priors for the reward function. Experiments on multiple benchmarks showcase UBER's ability to learn effective and diverse behavior sets that enhance sample efficiency for online RL, outperforming existing baselines. By reducing reliance on human supervision, UBER broadens the applicability of RL to real-world scenarios with abundant reward-free data.
Abstract:Among the great successes of Reinforcement Learning (RL), self-play algorithms play an essential role in solving competitive games. Current self-play algorithms optimize the agent to maximize expected win-rates against its current or historical copies, making it often stuck in the local optimum and its strategy style simple and homogeneous. A possible solution is to improve the diversity of policies, which helps the agent break the stalemate and enhances its robustness when facing different opponents. However, enhancing diversity in the self-play algorithms is not trivial. In this paper, we aim to introduce diversity from the perspective that agents could have diverse risk preferences in the face of uncertainty. Specifically, we design a novel reinforcement learning algorithm called Risk-sensitive Proximal Policy Optimization (RPPO), which smoothly interpolates between worst-case and best-case policy learning and allows for policy learning with desired risk preferences. Seamlessly integrating RPPO with population-based self-play, agents in the population optimize dynamic risk-sensitive objectives with experiences from playing against diverse opponents. Empirical results show that our method achieves comparable or superior performance in competitive games and that diverse modes of behaviors emerge. Our code is public online at \url{https://github.com/Jackory/RPBT}.
Abstract:Self-supervised methods have become crucial for advancing deep learning by leveraging data itself to reduce the need for expensive annotations. However, the question of how to conduct self-supervised offline reinforcement learning (RL) in a principled way remains unclear. In this paper, we address this issue by investigating the theoretical benefits of utilizing reward-free data in linear Markov Decision Processes (MDPs) within a semi-supervised setting. Further, we propose a novel, Provable Data Sharing algorithm (PDS) to utilize such reward-free data for offline RL. PDS uses additional penalties on the reward function learned from labeled data to prevent overestimation, ensuring a conservative algorithm. Our results on various offline RL tasks demonstrate that PDS significantly improves the performance of offline RL algorithms with reward-free data. Overall, our work provides a promising approach to leveraging the benefits of unlabeled data in offline RL while maintaining theoretical guarantees. We believe our findings will contribute to developing more robust self-supervised RL methods.
Abstract:Offline reinforcement learning (RL) enables the agent to effectively learn from logged data, which significantly extends the applicability of RL algorithms in real-world scenarios where exploration can be expensive or unsafe. Previous works have shown that extracting primitive skills from the recurring and temporally extended structures in the logged data yields better learning. However, these methods suffer greatly when the primitives have limited representation ability to recover the original policy space, especially in offline settings. In this paper, we give a quantitative characterization of the performance of offline hierarchical learning and highlight the importance of learning lossless primitives. To this end, we propose to use a \emph{flow}-based structure as the representation for low-level policies. This allows us to represent the behaviors in the dataset faithfully while keeping the expression ability to recover the whole policy space. We show that such lossless primitives can drastically improve the performance of hierarchical policies. The experimental results and extensive ablation studies on the standard D4RL benchmark show that our method has a good representation ability for policies and achieves superior performance in most tasks.
Abstract:Offline reinforcement learning (RL) enables effective learning from previously collected data without exploration, which shows great promise in real-world applications when exploration is expensive or even infeasible. The discount factor, $\gamma$, plays a vital role in improving online RL sample efficiency and estimation accuracy, but the role of the discount factor in offline RL is not well explored. This paper examines two distinct effects of $\gamma$ in offline RL with theoretical analysis, namely the regularization effect and the pessimism effect. On the one hand, $\gamma$ is a regulator to trade-off optimality with sample efficiency upon existing offline techniques. On the other hand, lower guidance $\gamma$ can also be seen as a way of pessimism where we optimize the policy's performance in the worst possible models. We empirically verify the above theoretical observation with tabular MDPs and standard D4RL tasks. The results show that the discount factor plays an essential role in the performance of offline RL algorithms, both under small data regimes upon existing offline methods and in large data regimes without other conservative methods.
Abstract:Offline reinforcement learning (RL) shows promise of applying RL to real-world problems by effectively utilizing previously collected data. Most existing offline RL algorithms use regularization or constraints to suppress extrapolation error for actions outside the dataset. In this paper, we adopt a different framework, which learns the V-function instead of the Q-function to naturally keep the learning procedure within the support of an offline dataset. To enable effective generalization while maintaining proper conservatism in offline learning, we propose Expectile V-Learning (EVL), which smoothly interpolates between the optimal value learning and behavior cloning. Further, we introduce implicit planning along offline trajectories to enhance learned V-values and accelerate convergence. Together, we present a new offline method called Value-based Episodic Memory (VEM). We provide theoretical analysis for the convergence properties of our proposed VEM method, and empirical results in the D4RL benchmark show that our method achieves superior performance in most tasks, particularly in sparse-reward tasks.
Abstract:Learning from datasets without interaction with environments (Offline Learning) is an essential step to apply Reinforcement Learning (RL) algorithms in real-world scenarios. However, compared with the single-agent counterpart, offline multi-agent RL introduces more agents with the larger state and action space, which is more challenging but attracts little attention. We demonstrate current offline RL algorithms are ineffective in multi-agent systems due to the accumulated extrapolation error. In this paper, we propose a novel offline RL algorithm, named Implicit Constraint Q-learning (ICQ), which effectively alleviates the extrapolation error by only trusting the state-action pairs given in the dataset for value estimation. Moreover, we extend ICQ to multi-agent tasks by decomposing the joint-policy under the implicit constraint. Experimental results demonstrate that the extrapolation error is reduced to almost zero and insensitive to the number of agents. We further show that ICQ achieves the state-of-the-art performance in the challenging multi-agent offline tasks (StarCraft II).