Abstract:We study the problem of learning an approximate equilibrium in the offline multi-agent reinforcement learning (MARL) setting. We introduce a structural assumption -- the interaction rank -- and establish that functions with low interaction rank are significantly more robust to distribution shift compared to general ones. Leveraging this observation, we demonstrate that utilizing function classes with low interaction rank, when combined with regularization and no-regret learning, admits decentralized, computationally and statistically efficient learning in offline MARL. Our theoretical results are complemented by experiments that showcase the potential of critic architectures with low interaction rank in offline MARL, contrasting with commonly used single-agent value decomposition architectures.
Abstract:In many real-world decision problems there is partially observed, hidden or latent information that remains fixed throughout an interaction. Such decision problems can be modeled as Latent Markov Decision Processes (LMDPs), where a latent variable is selected at the beginning of an interaction and is not disclosed to the agent. In the last decade, there has been significant progress in solving LMDPs under different structural assumptions. However, for general LMDPs, there is no known learning algorithm that provably matches the existing lower bound~\cite{kwon2021rl}. We introduce the first sample-efficient algorithm for LMDPs without any additional structural assumptions. Our result builds off a new perspective on the role of off-policy evaluation guarantees and coverage coefficients in LMDPs, a perspective, that has been overlooked in the context of exploration in partially observed environments. Specifically, we establish a novel off-policy evaluation lemma and introduce a new coverage coefficient for LMDPs. Then, we show how these can be used to derive near-optimal guarantees of an optimistic exploration algorithm. These results, we believe, can be valuable for a wide range of interactive learning problems beyond LMDPs, and especially, for partially observed environments.
Abstract:Discovering an informative, or agent-centric, state representation that encodes only the relevant information while discarding the irrelevant is a key challenge towards scaling reinforcement learning algorithms and efficiently applying them to downstream tasks. Prior works studied this problem in high-dimensional Markovian environments, when the current observation may be a complex object but is sufficient to decode the informative state. In this work, we consider the problem of discovering the agent-centric state in the more challenging high-dimensional non-Markovian setting, when the state can be decoded from a sequence of past observations. We establish that generalized inverse models can be adapted for learning agent-centric state representation for this task. Our results include asymptotic theory in the deterministic dynamics setting as well as counter-examples for alternative intuitive algorithms. We complement these findings with a thorough empirical study on the agent-centric state discovery abilities of the different alternatives we put forward. Particularly notable is our analysis of past actions, where we show that these can be a double-edged sword: making the algorithms more successful when used correctly and causing dramatic failure when used incorrectly.
Abstract:Despite the remarkable performance of foundation vision-language models, the shared representation space for text and vision can also encode harmful label associations detrimental to fairness. While prior work has uncovered bias in vision-language models' (VLMs) classification performance across geography, work has been limited along the important axis of harmful label associations due to a lack of rich, labeled data. In this work, we investigate harmful label associations in the recently released Casual Conversations datasets containing more than 70,000 videos. We study bias in the frequency of harmful label associations across self-provided labels for age, gender, apparent skin tone, and physical adornments across several leading VLMs. We find that VLMs are $4-13$x more likely to harmfully classify individuals with darker skin tones. We also find scaling transformer encoder model size leads to higher confidence in harmful predictions. Finally, we find improvements on standard vision tasks across VLMs does not address disparities in harmful label associations.
Abstract:Reinforcement Learning (RL) offers a versatile framework for achieving long-term goals. Its generality allows us to formalize a wide range of problems that real-world intelligent systems encounter, such as dealing with delayed rewards, handling partial observability, addressing the exploration and exploitation dilemma, utilizing offline data to improve online performance, and ensuring safety constraints are met. Despite considerable progress made by the RL research community in addressing these issues, existing open-source RL libraries tend to focus on a narrow portion of the RL solution pipeline, leaving other aspects largely unattended. This paper introduces Pearl, a Production-ready RL agent software package explicitly designed to embrace these challenges in a modular fashion. In addition to presenting preliminary benchmark results, this paper highlights Pearl's industry adoptions to demonstrate its readiness for production usage. Pearl is open sourced on Github at github.com/facebookresearch/pearl and its official website is located at pearlagent.github.io.
Abstract:Goal-conditioned planning benefits from learned low-dimensional representations of rich, high-dimensional observations. While compact latent representations, typically learned from variational autoencoders or inverse dynamics, enable goal-conditioned planning they ignore state affordances, thus hampering their sample-efficient planning capabilities. In this paper, we learn a representation that associates reachable states together for effective onward planning. We first learn a latent representation with multi-step inverse dynamics (to remove distracting information); and then transform this representation to associate reachable states together in $\ell_2$ space. Our proposals are rigorously tested in various simulation testbeds. Numerical results in reward-based and reward-free settings show significant improvements in sampling efficiency, and yields layered state abstractions that enable computationally efficient hierarchical planning.
Abstract:In many interactive decision-making settings, there is latent and unobserved information that remains fixed. Consider, for example, a dialogue system, where complete information about a user, such as the user's preferences, is not given. In such an environment, the latent information remains fixed throughout each episode, since the identity of the user does not change during an interaction. This type of environment can be modeled as a Latent Markov Decision Process (LMDP), a special instance of Partially Observed Markov Decision Processes (POMDPs). Previous work established exponential lower bounds in the number of latent contexts for the LMDP class. This puts forward a question: under which natural assumptions a near-optimal policy of an LMDP can be efficiently learned? In this work, we study the class of LMDPs with {\em prospective side information}, when an agent receives additional, weakly revealing, information on the latent context at the beginning of each episode. We show that, surprisingly, this problem is not captured by contemporary settings and algorithms designed for partially observed environments. We then establish that any sample efficient algorithm must suffer at least $\Omega(K^{2/3})$-regret, as opposed to standard $\Omega(\sqrt{K})$ lower bounds, and design an algorithm with a matching upper bound.
Abstract:Learning to control an agent from data collected offline in a rich pixel-based visual observation space is vital for real-world applications of reinforcement learning (RL). A major challenge in this setting is the presence of input information that is hard to model and irrelevant to controlling the agent. This problem has been approached by the theoretical RL community through the lens of exogenous information, i.e, any control-irrelevant information contained in observations. For example, a robot navigating in busy streets needs to ignore irrelevant information, such as other people walking in the background, textures of objects, or birds in the sky. In this paper, we focus on the setting with visually detailed exogenous information, and introduce new offline RL benchmarks offering the ability to study this problem. We find that contemporary representation learning techniques can fail on datasets where the noise is a complex and time dependent process, which is prevalent in practical applications. To address these, we propose to use multi-step inverse models, which have seen a great deal of interest in the RL theory community, to learn Agent-Controller Representations for Offline-RL (ACRO). Despite being simple and requiring no reward, we show theoretically and empirically that the representation created by this objective greatly outperforms baselines.
Abstract:We consider episodic reinforcement learning in reward-mixing Markov decision processes (RMMDPs): at the beginning of every episode nature randomly picks a latent reward model among $M$ candidates and an agent interacts with the MDP throughout the episode for $H$ time steps. Our goal is to learn a near-optimal policy that nearly maximizes the $H$ time-step cumulative rewards in such a model. Previous work established an upper bound for RMMDPs for $M=2$. In this work, we resolve several open questions remained for the RMMDP model. For an arbitrary $M\ge2$, we provide a sample-efficient algorithm--$\texttt{EM}^2$--that outputs an $\epsilon$-optimal policy using $\tilde{O} \left(\epsilon^{-2} \cdot S^d A^d \cdot \texttt{poly}(H, Z)^d \right)$ episodes, where $S, A$ are the number of states and actions respectively, $H$ is the time-horizon, $Z$ is the support size of reward distributions and $d=\min(2M-1,H)$. Our technique is a higher-order extension of the method-of-moments based approach, nevertheless, the design and analysis of the \algname algorithm requires several new ideas beyond existing techniques. We also provide a lower bound of $(SA)^{\Omega(\sqrt{M})} / \epsilon^{2}$ for a general instance of RMMDP, supporting that super-polynomial sample complexity in $M$ is necessary.
Abstract:We consider a multi-armed bandit problem with $M$ latent contexts, where an agent interacts with the environment for an episode of $H$ time steps. Depending on the length of the episode, the learner may not be able to estimate accurately the latent context. The resulting partial observation of the environment makes the learning task significantly more challenging. Without any additional structural assumptions, existing techniques to tackle partially observed settings imply the decision maker can learn a near-optimal policy with $O(A)^H$ episodes, but do not promise more. In this work, we show that learning with {\em polynomial} samples in $A$ is possible. We achieve this by using techniques from experiment design. Then, through a method-of-moments approach, we design a procedure that provably learns a near-optimal policy with $O(\texttt{poly}(A) + \texttt{poly}(M,H)^{\min(M,H)})$ interactions. In practice, we show that we can formulate the moment-matching via maximum likelihood estimation. In our experiments, this significantly outperforms the worst-case guarantees, as well as existing practical methods.