Offline reinforcement learning (RL) presents a promising approach for learning reinforced policies from offline datasets without the need for costly or unsafe interactions with the environment. However, datasets collected by humans in real-world environments are often noisy and may even be maliciously corrupted, which can significantly degrade the performance of offline RL. In this work, we first investigate the performance of current offline RL algorithms under comprehensive data corruption, including states, actions, rewards, and dynamics. Our extensive experiments reveal that implicit Q-learning (IQL) demonstrates remarkable resilience to data corruption among various offline RL algorithms. Furthermore, we conduct both empirical and theoretical analyses to understand IQL's robust performance, identifying its supervised policy learning scheme as the key factor. Despite its relative robustness, IQL still suffers from heavy-tail targets of Q functions under dynamics corruption. To tackle this challenge, we draw inspiration from robust statistics to employ the Huber loss to handle the heavy-tailedness and utilize quantile estimators to balance penalization for corrupted data and learning stability. By incorporating these simple yet effective modifications into IQL, we propose a more robust offline RL approach named Robust IQL (RIQL). Extensive experiments demonstrate that RIQL exhibits highly robust performance when subjected to diverse data corruption scenarios.
Goal-Conditioned Reinforcement Learning (RL) problems often have access to sparse rewards where the agent receives a reward signal only when it has achieved the goal, making policy optimization a difficult problem. Several works augment this sparse reward with a learned dense reward function, but this can lead to sub-optimal policies if the reward is misaligned. Moreover, recent works have demonstrated that effective shaping rewards for a particular problem can depend on the underlying learning algorithm. This paper introduces a novel way to encourage exploration called $f$-Policy Gradients, or $f$-PG. $f$-PG minimizes the f-divergence between the agent's state visitation distribution and the goal, which we show can lead to an optimal policy. We derive gradients for various f-divergences to optimize this objective. Our learning paradigm provides dense learning signals for exploration in sparse reward settings. We further introduce an entropy-regularized policy optimization objective, that we call $state$-MaxEnt RL (or $s$-MaxEnt RL) as a special case of our objective. We show that several metric-based shaping rewards like L2 can be used with $s$-MaxEnt RL, providing a common ground to study such metric-based shaping rewards with efficient exploration. We find that $f$-PG has better performance compared to standard policy gradient methods on a challenging gridworld as well as the Point Maze and FetchReach environments. More information on our website https://agarwalsiddhant10.github.io/projects/fpg.html.
Exploring rich environments and evaluating one's actions without prior knowledge is immensely challenging. In this paper, we propose Motif, a general method to interface such prior knowledge from a Large Language Model (LLM) with an agent. Motif is based on the idea of grounding LLMs for decision-making without requiring them to interact with the environment: it elicits preferences from an LLM over pairs of captions to construct an intrinsic reward, which is then used to train agents with reinforcement learning. We evaluate Motif's performance and behavior on the challenging, open-ended and procedurally-generated NetHack game. Surprisingly, by only learning to maximize its intrinsic reward, Motif achieves a higher game score than an algorithm directly trained to maximize the score itself. When combining Motif's intrinsic reward with the environment reward, our method significantly outperforms existing approaches and makes progress on tasks where no advancements have ever been made without demonstrations. Finally, we show that Motif mostly generates intuitive human-aligned behaviors which can be steered easily through prompt modifications, while scaling well with the LLM size and the amount of information given in the prompt.
Medical image segmentation modeling is a high-stakes task where understanding of uncertainty is crucial for addressing visual ambiguity. Prior work has developed segmentation models utilizing probabilistic or generative mechanisms to infer uncertainty from labels where annotators draw a singular boundary. However, as these annotations cannot represent an individual annotator's uncertainty, models trained on them produce uncertainty maps that are difficult to interpret. We propose a novel segmentation representation, Confidence Contours, which uses high- and low-confidence ``contours'' to capture uncertainty directly, and develop a novel annotation system for collecting contours. We conduct an evaluation on the Lung Image Dataset Consortium (LIDC) and a synthetic dataset. From an annotation study with 30 participants, results show that Confidence Contours provide high representative capacity without considerably higher annotator effort. We also find that general-purpose segmentation models can learn Confidence Contours at the same performance level as standard singular annotations. Finally, from interviews with 5 medical experts, we find that Confidence Contour maps are more interpretable than Bayesian maps due to representation of structural uncertainty.
Reinforcement Learning (RL), bolstered by the expressive capabilities of Deep Neural Networks (DNNs) for function approximation, has demonstrated considerable success in numerous applications. However, its practicality in addressing a wide range of real-world scenarios, characterized by diverse and unpredictable dynamics, noisy signals, and large state and action spaces, remains limited. This limitation stems from issues such as poor data efficiency, limited generalization capabilities, a lack of safety guarantees, and the absence of interpretability, among other factors. To overcome these challenges and improve performance across these crucial metrics, one promising avenue is to incorporate additional structural information about the problem into the RL learning process. Various sub-fields of RL have proposed methods for incorporating such inductive biases. We amalgamate these diverse methodologies under a unified framework, shedding light on the role of structure in the learning problem, and classify these methods into distinct patterns of incorporating structure. By leveraging this comprehensive framework, we provide valuable insights into the challenges associated with structured RL and lay the groundwork for a design pattern perspective on RL research. This novel perspective paves the way for future advancements and aids in the development of more effective and efficient RL algorithms that can potentially handle real-world scenarios better.
Learning policies which are robust to changes in the environment are critical for real world deployment of Reinforcement Learning agents. They are also necessary for achieving good generalization across environment shifts. We focus on bisimulation metrics, which provide a powerful means for abstracting task relevant components of the observation and learning a succinct representation space for training the agent using reinforcement learning. In this work, we extend the bisimulation framework to also account for context dependent observation shifts. Specifically, we focus on the simulator based learning setting and use alternate observations to learn a representation space which is invariant to observation shifts using a novel bisimulation based objective. This allows us to deploy the agent to varying observation settings during test time and generalize to unseen scenarios. We further provide novel theoretical bounds for simulator fidelity and performance transfer guarantees for using a learnt policy to unseen shifts. Empirical analysis on the high-dimensional image based control domains demonstrates the efficacy of our method.
Robots assist humans in various activities, from daily living public service (e.g., airports and restaurants), and to collaborative manufacturing. However, it is risky to assume that the knowledge and strategies robots learned from one group of people can apply to other groups. The discriminatory performance of robots will undermine their service quality for some people, ignore their service requests, and even offend them. Therefore, it is critically important to mitigate bias in robot decision-making for more fair services. In this paper, we designed a self-reflective mechanism -- Fairness-Sensitive Policy Gradient Reinforcement Learning (FSPGRL), to help robots to self-identify biased behaviors during interactions with humans. FSPGRL identifies bias by examining the abnormal update along particular gradients and updates the policy network to support fair decision-making for robots. To validate FSPGRL's effectiveness, a human-centered service scenario, "A robot is serving people in a restaurant," was designed. A user study was conducted; 24 human subjects participated in generating 1,000 service demonstrations. Four commonly-seen issues "Willingness Issue," "Priority Issue," "Quality Issue," "Risk Issue" were observed from robot behaviors. By using FSPGRL to improve robot decisions, robots were proven to have a self-bias detection capability for a more fair service. We have achieved the suppression of bias and improved the quality during the process of robot learning to realize a relatively fair model.
We present Language-Image Value learning (LIV), a unified objective for vision-language representation and reward learning from action-free videos with text annotations. Exploiting a novel connection between dual reinforcement learning and mutual information contrastive learning, the LIV objective trains a multi-modal representation that implicitly encodes a universal value function for tasks specified as language or image goals. We use LIV to pre-train the first control-centric vision-language representation from large human video datasets such as EpicKitchen. Given only a language or image goal, the pre-trained LIV model can assign dense rewards to each frame in videos of unseen robots or humans attempting that task in unseen environments. Further, when some target domain-specific data is available, the same objective can be used to fine-tune and improve LIV and even other pre-trained representations for robotic control and reward specification in that domain. In our experiments on several simulated and real-world robot environments, LIV models consistently outperform the best prior input state representations for imitation learning, as well as reward specification methods for policy synthesis. Our results validate the advantages of joint vision-language representation and reward learning within the unified, compact LIV framework.
Training multiple agents to coordinate is an important problem with applications in robotics, game theory, economics, and social sciences. However, most existing Multi-Agent Reinforcement Learning (MARL) methods are online and thus impractical for real-world applications in which collecting new interactions is costly or dangerous. While these algorithms should leverage offline data when available, doing so gives rise to the offline coordination problem. Specifically, we identify and formalize the strategy agreement (SA) and the strategy fine-tuning (SFT) challenges, two coordination issues at which current offline MARL algorithms fail. To address this setback, we propose a simple model-based approach that generates synthetic interaction data and enables agents to converge on a strategy while fine-tuning their policies accordingly. Our resulting method, Model-based Offline Multi-Agent Proximal Policy Optimization (MOMA-PPO), outperforms the prevalent learning methods in challenging offline multi-agent MuJoCo tasks even under severe partial observability and with learned world models.
Offline reinforcement learning (RL) allows agents to learn effective, return-maximizing policies from a static dataset. Three major paradigms for offline RL are Q-Learning, Imitation Learning, and Sequence Modeling. A key open question is: which paradigm is preferred under what conditions? We study this question empirically by exploring the performance of representative algorithms -- Conservative Q-Learning (CQL), Behavior Cloning (BC), and Decision Transformer (DT) -- across the commonly used D4RL and Robomimic benchmarks. We design targeted experiments to understand their behavior concerning data suboptimality and task complexity. Our key findings are: (1) Sequence Modeling requires more data than Q-Learning to learn competitive policies but is more robust; (2) Sequence Modeling is a substantially better choice than both Q-Learning and Imitation Learning in sparse-reward and low-quality data settings; and (3) Sequence Modeling and Imitation Learning are preferable as task horizon increases, or when data is obtained from human demonstrators. Based on the overall strength of Sequence Modeling, we also investigate architectural choices and scaling trends for DT on Atari and D4RL and make design recommendations. We find that scaling the amount of data for DT by 5x gives a 2.5x average score improvement on Atari.