Abstract:Post-deployment machine learning algorithms often influence the environments they act in, and thus shift the underlying dynamics that the standard reinforcement learning (RL) methods ignore. While designing optimal algorithms in this performative setting has recently been studied in supervised learning, the RL counterpart remains under-explored. In this paper, we prove the performative counterparts of the performance difference lemma and the policy gradient theorem in RL, and further introduce the Performative Policy Gradient algorithm (PePG). PePG is the first policy gradient algorithm designed to account for performativity in RL. Under softmax parametrisation, and also with and without entropy regularisation, we prove that PePG converges to performatively optimal policies, i.e. policies that remain optimal under the distribution shifts induced by themselves. Thus, PePG significantly extends the prior works in Performative RL that achieves performative stability but not optimality. Furthermore, our empirical analysis on standard performative RL environments validate that PePG outperforms standard policy gradient algorithms and the existing performative RL algorithms aiming for stability.
Abstract:Preference-based reinforcement learning (PbRL) has emerged as a promising approach for learning behaviors from human feedback without predefined reward functions. However, current PbRL methods face a critical challenge in effectively exploring the preference space, often converging prematurely to suboptimal policies that satisfy only a narrow subset of human preferences. In this work, we identify and address this preference exploration problem through population-based methods. We demonstrate that maintaining a diverse population of agents enables more comprehensive exploration of the preference landscape compared to single-agent approaches. Crucially, this diversity improves reward model learning by generating preference queries with clearly distinguishable behaviors, a key factor in real-world scenarios where humans must easily differentiate between options to provide meaningful feedback. Our experiments reveal that current methods may fail by getting stuck in local optima, requiring excessive feedback, or degrading significantly when human evaluators make errors on similar trajectories, a realistic scenario often overlooked by methods relying on perfect oracle teachers. Our population-based approach demonstrates robust performance when teachers mislabel similar trajectory segments and shows significantly enhanced preference exploration capabilities,particularly in environments with complex reward landscapes.
Abstract:In recent years, much progress has been made in computer Go and most of the results have been obtained thanks to search algorithms (Monte Carlo Tree Search) and Deep Reinforcement Learning (DRL). In this paper, we propose to use and analyze the latest algorithms that use search and DRL (AlphaZero and Descent algorithms) to automatically learn to play an extended version of the game of Go with more than two players. We show that using search and DRL we were able to improve the level of play, even though there are more than two players.