Deep Reinforcement Learning is widely used for aligning Large Language Models (LLM) with human preference. However, the conventional reward modelling has predominantly depended on human annotations provided by a select cohort of individuals. Such dependence may unintentionally result in models that are skewed to reflect the inclinations of these annotators, thereby failing to represent the expectations of the wider population adequately. In this paper, we introduce the Distributional Preference Reward Model (DPRM), a simple yet effective framework to align large language models with a diverse set of human preferences. To this end, we characterize the preferences by a beta distribution, which can dynamically adapt to fluctuations in preference trends. On top of that, we design an optimal-transportation-based loss to calibrate DPRM to align with the preference distribution. Finally, the expected reward is utilized to fine-tune an LLM policy to generate responses favoured by the population. Our experiments show that DPRM significantly enhances the alignment of LLMs with population preference, yielding more accurate, unbiased, and contextually appropriate responses.
Unsupervised Environment Design (UED) is a paradigm for training generally capable agents to achieve good zero-shot transfer performance. This paradigm hinges on automatically generating a curriculum of training environments. Leading approaches for UED predominantly use randomly generated environment instances to train the agent. While these methods exhibit good zero-shot transfer performance, they often encounter challenges in effectively exploring large design spaces or leveraging previously discovered underlying structures, To address these challenges, we introduce a novel framework based on Hierarchical MDP (Markov Decision Processes). Our approach includes an upper-level teacher's MDP responsible for training a lower-level MDP student agent, guided by the student's performance. To expedite the learning of the upper leavel MDP, we leverage recent advancements in generative modeling to generate synthetic experience dataset for training the teacher agent. Our algorithm, called Synthetically-enhanced Hierarchical Environment Design (SHED), significantly reduces the resource-intensive interactions between the agent and the environment. To validate the effectiveness of SHED, we conduct empirical experiments across various domains, with the goal of developing an efficient and robust agent under limited training resources. Our results show the manifold advantages of SHED and highlight its effectiveness as a potent instrument for curriculum-based learning within the UED framework. This work contributes to exploring the next generation of RL agents capable of adeptly handling an ever-expanding range of complex tasks.
Recent work on designing an appropriate distribution of environments has shown promise for training effective generally capable agents. Its success is partly because of a form of adaptive curriculum learning that generates environment instances (or levels) at the frontier of the agent's capabilities. However, such an environment design framework often struggles to find effective levels in challenging design spaces and requires costly interactions with the environment. In this paper, we aim to introduce diversity in the Unsupervised Environment Design (UED) framework. Specifically, we propose a task-agnostic method to identify observed/hidden states that are representative of a given level. The outcome of this method is then utilized to characterize the diversity between two levels, which as we show can be crucial to effective performance. In addition, to improve sampling efficiency, we incorporate the self-play technique that allows the environment generator to automatically generate environments that are of great benefit to the training agent. Quantitatively, our approach, Diversity-induced Environment Design via Self-Play (DivSP), shows compelling performance over existing methods.
Agent decision making using Reinforcement Learning (RL) heavily relies on either a model or simulator of the environment (e.g., moving in an 8x8 maze with three rooms, playing Chess on an 8x8 board). Due to this dependence, small changes in the environment (e.g. positions of obstacles in the maze, size of the board) can severely affect the effectiveness of the policy learnt by the agent. To that end, existing work has proposed training RL agents on an adaptive curriculum of environments (generated automatically) to improve performance on out-of-distribution (OOD) test scenarios. Specifically, existing research has employed the potential for the agent to learn in an environment (captured using Generalized Advantage Estimation, GAE) as the key factor to select the next environment(s) to train the agent. However, such a mechanism can select similar environments (with a high potential to learn) thereby making agent training redundant on all but one of those environments. To that end, we provide a principled approach to adaptively identify diverse environments based on a novel distance measure relevant to environment design. We empirically demonstrate the versatility and effectiveness of our method in comparison to multiple leading approaches for unsupervised environment design on three distinct benchmark problems used in literature.
Using historical data to predict future events has many applications in the real world, such as stock price prediction; the robot localization. In the past decades, the Convolutional long short-term memory (LSTM) networks have achieved extraordinary success with sequential data in the related field. However, traditional recurrent neural networks (RNNs) keep the hidden states in a deterministic way. In this paper, we use the particles to approximate the distribution of the latent state and show how it can extend into a more complex form, i.e., the Encoder-Decoder mechanism. With the proposed continuous differentiable scheme, our model is capable of adaptively extracting valuable information and updating the latent state according to the Bayes rule. Our empirical studies demonstrate the effectiveness of our method in the prediction tasks.
Restless multi-armed bandits (RMAB) is a framework for allocating limited resources under uncertainty. It is an extremely useful model for monitoring beneficiaries and executing timely interventions to ensure maximum benefit in public health settings (e.g., ensuring patients take medicines in tuberculosis settings, ensuring pregnant mothers listen to automated calls about good pregnancy practices). Due to the limited resources, typically certain communities or regions are starved of interventions that can have follow-on effects. To avoid starvation in the executed interventions across individuals/regions/communities, we first provide a soft fairness constraint and then provide an approach to enforce the soft fairness constraint in RMABs. The soft fairness constraint requires that an algorithm never probabilistically favor one arm over another if the long-term cumulative reward of choosing the latter arm is higher. Our approach incorporates softmax based value iteration method in the RMAB setting to design selection algorithms that manage to satisfy the proposed fairness constraint. Our method, referred to as SoftFair, also provides theoretical performance guarantees and is asymptotically optimal. Finally, we demonstrate the utility of our approaches on simulated benchmarks and show that the soft fairness constraint can be handled without a significant sacrifice on value.
Restless Multi-Armed Bandits (RMAB) is an apt model to represent decision-making problems in public health interventions (e.g., tuberculosis, maternal, and child care), anti-poaching planning, sensor monitoring, personalized recommendations and many more. Existing research in RMAB has contributed mechanisms and theoretical results to a wide variety of settings, where the focus is on maximizing expected value. In this paper, we are interested in ensuring that RMAB decision making is also fair to different arms while maximizing expected value. In the context of public health settings, this would ensure that different people and/or communities are fairly represented while making public health intervention decisions. To achieve this goal, we formally define the fairness constraints in RMAB and provide planning and learning methods to solve RMAB in a fair manner. We demonstrate key theoretical properties of fair RMAB and experimentally demonstrate that our proposed methods handle fairness constraints without sacrificing significantly on solution quality.
Influence maximization is the problem of finding a small subset of nodes in a network that can maximize the diffusion of information. Recently, it has also found application in HIV prevention, substance abuse prevention, micro-finance adoption, etc., where the goal is to identify the set of peer leaders in a real-world physical social network who can disseminate information to a large group of people. Unlike online social networks, real-world networks are not completely known, and collecting information about the network is costly as it involves surveying multiple people. In this paper, we focus on this problem of network discovery for influence maximization. The existing work in this direction proposes a reinforcement learning framework. As the environment interactions in real-world settings are costly, so it is important for the reinforcement learning algorithms to have minimum possible environment interactions, i.e, to be sample efficient. In this work, we propose CLAIM - Curriculum LeArning Policy for Influence Maximization to improve the sample efficiency of RL methods. We conduct experiments on real-world datasets and show that our approach can outperform the current best approach.