Abstract:A key obstacle to deploying reinforcement learning in real-world systems is hyperparameter selection, particularly when simulators are unavailable and online experimentation is costly. Prior work has proposed calibration models trained on offline data to approximate environment dynamics and enable offline hyperparameter selection, but these methods have so far been evaluated only in simple simulated settings. In this paper, we present the first application of calibration models in a real-world industrial setting: a municipal water treatment plant. We evaluate several calibration model approaches, including a k-nearest neighbors model with a Laplacian distance metric, on high-dimensional, non-stationary sensor data for nexting prediction tasks. Our results show that these models can generate realistic long-horizon rollouts and recover meaningful hyperparameter sensitivity trends. We further examine how calibration models scale to year-long datasets, how they support the selection of fine-tuning learning rates for pre-trained agents, and how robust they are under distribution shift. Overall, our findings provide a proof of concept for using offline dynamics models to support RL deployment in real-world environments, while highlighting important practical challenges for future work.
Abstract:Experience replay remains one of the most practical and useful algorithmic tools in the deep reinforcement learning (DRL) toolbox. Aside from the limited success of prioritized replay and specialized approaches for large asynchronous systems, most DRL algorithms make use of a large, uniformly sampled recency buffer---even the size, one million, remains unchanged. Could we store less data, reduce redundancy, or more effectively chain experience together to speed up value propagation and still retain the performance of large buffers? In this paper, we investigate a simple compression approach that stores representative transitions derived from the end-points of a chain of connected $n$-step sequences. By curating these end-points in a smaller recency buffer, our method maintains an effective memory horizon comparable to a standard large buffer while requiring an order of magnitude less storage. Through empirical evaluation, we demonstrate that this approach prevents the systematic bias inherent in naive compression strategies and matches the performance of traditional large buffers in the Pinball environment and the Atari 2600 benchmark.
Abstract:Reinforcement learning is increasingly being considered for controlling real-world systems, from fusion plasma and autonomous vehicles to drug discovery and drinking water treatment, where reliability is essential and tuning budgets are limited. Actor-critic algorithms share a set of design decisions, such as how the policy is updated, how it represents the distribution over actions, how its gradient is estimated, and how often it is updated relative to the value estimator. Using a control task derived from a real water treatment plant, we analyze over 33,000 experiments to determine how these components affect variability across runs and sensitivity to hyperparameters. Common defaults, such as Gaussian action distributions with pathwise gradient estimators, are among the least reliable configurations, whereas bounded distributions with adaptive update schedules remain robust across a wide range of settings. These findings offer empirical guidance to practitioners across scientific and engineering domains for understanding and making component-level decisions when adapting actor-critic methods to new real-world control settings.
Abstract:Action-values are foundational to many control algorithms such as Q-learning. Therefore learning action-values efficiently is central to reinforcement learning (RL). However, learning them can be slow, requiring many updates to move values from their initialization, typically near zero, to their true values, which may be far from zero. Moreover, action-value learning algorithms typically update each state-action pair independently, without learning shared value structure across actions within a state. In this paper, we address these inefficiencies by introducing the mean-expansion layer, which accelerates action-value learning by sharing values across actions within a state and by changing the problem from directly learning potentially large action-values to learning a lower-norm representation of them. In deep RL, this layer can be applied as a parameter-free addition to Q-network architectures without altering the underlying algorithm. Applied to deep Q-networks and implicit quantile networks, it improves aggregate performance across 57 Atari games while increasing action gaps and dramatically reducing value overestimation.
Abstract:One goal in reinforcement learning (RL) research is to understand general-purpose sequential decision-making, using benchmark simulators as a proxy for learning in deployment settings. When running experiments, however, the goal of achieving high performance in the simulator can mutate into focusing exclusively on solving the simulator. To achieve high scores, researchers may adopt solutions exclusively meant for solving simulators, rather than learning while the agent is deployed outside a simulator. Solving simulators is also worthy of investigation, but it is a fundamentally different RL research question. In this paper, we argue that RL researchers need to distinguish between two use cases of simulators: solving simulators and using simulators as a proxy for learning in deployment. We first discuss how these two use-cases are importantly different, in terms of constraints on how the agent can use the simulator, which algorithms are appropriate, and which evaluation metrics are appropriate. We then highlight several issues and misleading conclusions that can occur by not making the distinction between these two settings clear, supported with examples and simple experiments. This work is a call to the community to begin clearly distinguishing how they are using simulators in their work, hopefully sparking further discussion on which empirical practices work best in each setting.
Abstract:Many learning problems require predicting how populations evolve under an unknown transformation. A natural representation for such populations is a probability measure, with point clouds as a key example. In this work, we study the measure-to-measure (M2M) regression problem, in which one seeks to learn a map between probability measures from a finite collection of observed input-output pairs. In contrast to classical regression, where individual samples are transformed independently, M2M regression treats entire distributions as the data points. This perspective is vital in certain scientific applications, for example, cellular and molecular biology, where cells are known to evolve not as independent data points but as a collection. However, few existing approaches address the problem of M2M regression with sufficient expressivity and scalability. We present a formalization of nonlinear M2M regression and introduce two easy-to-use, expressive, and scalable approaches to learn such operators: transformers as static M2M maps and transformers as dynamic M2M velocity fields. Our approach leverages the natural measure-dependent and mean-field structure of transformers to learn nonlinear M2M maps on the space of probability distributions. We illustrate the effectiveness of our proposed method to generalize to unseen measures on synthetic experiments, interacting particle systems, and a large-scale patient-derived organoid dataset for predicting treatment response in colorectal cancer.
Abstract:Electrified chemical processes are incentivized by exposure to time-varying electricity markets to operate flexibly, but participating in demand response schemes can require satisfying terminal constraints over long horizons. Specifically, terminal constraints may be required when computing optimal schedules in order to preserve dynamic stability. Model-based optimization methods are computationally costly, and data-driven scheduling via reinforcement learning (RL) faces severe credit-assignment challenges. We integrate Goal-Space Planning (GSP) with Deep Deterministic Policy Gradient (DDPG), using learned temporally abstract models over discrete subgoals to propagate value across extended horizons. Using a simulated air separation benchmark, we demonstrate the proposed approach improves sample efficiency over standard DDPG while satisfying terminal storage constraints, mitigating myopic control behavior.
Abstract:Mixture policies theoretically offer greater flexibility than unimodal policies in continuous action reinforcement learning, but the practical benefits of this complexity remain elusive. Mixture policies are notably absent from most state-of-the-art algorithms, raising a fundamental question: Is the added representational overhead useful? We show that increased flexibility can theoretically enhance solution quality and entropy robustness. Yet standard algorithms like SAC do not leverage these advantages. A core issue is the lack of a low-variance reparameterization trick for mixtures, a luxury Gaussian policies enjoy. We propose a marginalized reparameterization (MRP) estimator to address this, proving it offers lower variance than the standard likelihood-ratio (LR) approach. Our experiments across Gym MuJoCo, DeepMind Control Suite, and MetaWorld show that MRP mixture policies significantly outperform their LR ones, and reach parity (sometimes better) with Gaussian counterparts. In addition, we do find several cases where MRP mixture policies exhibit clear empirical advantages. In this paper, we provide a clearer understanding of the trade-offs involved, elevating MRP mixture policies from theoretical curiosity to a practical tool.
Abstract:Behavioral Foundation Models (BFMs) produce agents with the capability to adapt to any unknown reward or task. These methods, however, are only able to produce near-optimal policies for the reward functions that are in the span of some pre-existing state features, making the choice of state features crucial to the expressivity of the BFM. As a result, BFMs are trained using a variety of complex objectives and require sufficient dataset coverage, to train task-useful spanning features. In this work, we examine the question: are these complex representation learning objectives necessary for zero-shot RL? Specifically, we revisit the objective of self-supervised next-state prediction in latent space for state feature learning, but observe that such an objective alone is prone to increasing state-feature similarity, and subsequently reducing span. We propose an approach, Regularized Latent Dynamics Prediction (RLDP), that adds a simple orthogonality regularization to maintain feature diversity and can match or surpass state-of-the-art complex representation learning methods for zero-shot RL. Furthermore, we empirically show that prior approaches perform poorly in low-coverage scenarios where RLDP still succeeds.
Abstract:Temporal-difference (TD) learning is highly effective at controlling and evaluating an agent's long-term outcomes. Most approaches in this paradigm implement a semi-gradient update to boost the learning speed, which consists of ignoring the gradient of the bootstrapped estimate. While popular, this type of update is prone to divergence, as Baird's counterexample illustrates. Gradient TD methods were introduced to overcome this issue, but have not been widely used, potentially due to issues with learning speed compared to semi-gradient methods. Recently, iterated TD learning was developed to increase the learning speed of TD methods. For that, it learns a sequence of action-value functions in parallel, where each function is optimized to represent the application of the Bellman operator over the previous function in the sequence. While promising, this algorithm can be unstable due to its semi-gradient nature, as each function tracks a moving target. In this work, we modify iterated TD learning by computing the gradients over those moving targets, aiming to build a powerful gradient TD method that competes with semi-gradient methods. Our evaluation reveals that this algorithm, called Gradient Iterated Temporal-Difference learning, has a competitive learning speed against semi-gradient methods across various benchmarks, including Atari games, a result that no prior work on gradient TD methods has demonstrated.