Can world knowledge learned by large language models (LLMs) be used to act in interactive environments? In this paper, we investigate the possibility of grounding high-level tasks, expressed in natural language (e.g. "make breakfast"), to a chosen set of actionable steps (e.g. "open fridge"). While prior work focused on learning from explicit step-by-step examples of how to act, we surprisingly find that if pre-trained LMs are large enough and prompted appropriately, they can effectively decompose high-level tasks into low-level plans without any further training. However, the plans produced naively by LLMs often cannot map precisely to admissible actions. We propose a procedure that conditions on existing demonstrations and semantically translates the plans to admissible actions. Our evaluation in the recent VirtualHome environment shows that the resulting method substantially improves executability over the LLM baseline. The conducted human evaluation reveals a trade-off between executability and correctness but shows a promising sign towards extracting actionable knowledge from language models. Website at https://huangwl18.github.io/language-planner
Soft Actor-Critic (SAC) is considered the state-of-the-art algorithm in continuous action space settings. It uses the maximum entropy framework for efficiency and stability, and applies a heuristic temperature Lagrange term to tune the temperature $\alpha$, which determines how "soft" the policy should be. It is counter-intuitive that empirical evidence shows SAC does not perform well in discrete domains. In this paper we investigate the possible explanations for this phenomenon and propose Target Entropy Scheduled SAC (TES-SAC), an annealing method for the target entropy parameter applied on SAC. Target entropy is a constant in the temperature Lagrange term and represents the target policy entropy in discrete SAC. We compare our method on Atari 2600 games with different constant target entropy SAC, and analyze on how our scheduling affects SAC.
We combine neural rendering with multi-modal image and text representations to synthesize diverse 3D objects solely from natural language descriptions. Our method, Dream Fields, can generate the geometry and color of a wide range of objects without 3D supervision. Due to the scarcity of diverse, captioned 3D data, prior methods only generate objects from a handful of categories, such as ShapeNet. Instead, we guide generation with image-text models pre-trained on large datasets of captioned images from the web. Our method optimizes a Neural Radiance Field from many camera views so that rendered images score highly with a target caption according to a pre-trained CLIP model. To improve fidelity and visual quality, we introduce simple geometric priors, including sparsity-inducing transmittance regularization, scene bounds, and new MLP architectures. In experiments, Dream Fields produce realistic, multi-view consistent object geometry and color from a variety of natural language captions.
Meta-reinforcement learning (meta-RL) has proven to be a successful framework for leveraging experience from prior tasks to rapidly learn new related tasks, however, current meta-RL approaches struggle to learn in sparse reward environments. Although existing meta-RL algorithms can learn strategies for adapting to new sparse reward tasks, the actual adaptation strategies are learned using hand-shaped reward functions, or require simple environments where random exploration is sufficient to encounter sparse reward. In this paper, we present a formulation of hindsight relabeling for meta-RL, which relabels experience during meta-training to enable learning to learn entirely using sparse reward. We demonstrate the effectiveness of our approach on a suite of challenging sparse reward goal-reaching environments that previously required dense reward during meta-training to solve. Our approach solves these environments using the true sparse reward function, with performance comparable to training with a proxy dense reward function.
Maximum Entropy Reinforcement Learning (MaxEnt RL) algorithms such as Soft Q-Learning (SQL) and Soft Actor-Critic trade off reward and policy entropy, which has the potential to improve training stability and robustness. Most MaxEnt RL methods, however, use a constant tradeoff coefficient (temperature), contrary to the intuition that the temperature should be high early in training to avoid overfitting to noisy value estimates and decrease later in training as we increasingly trust high value estimates to truly lead to good rewards. Moreover, our confidence in value estimates is state-dependent, increasing every time we use more evidence to update an estimate. In this paper, we present a simple state-based temperature scheduling approach, and instantiate it for SQL as Count-Based Soft Q-Learning (CBSQL). We evaluate our approach on a toy domain as well as in several Atari 2600 domains and show promising results.
Dexterous manipulation of arbitrary objects, a fundamental daily task for humans, has been a grand challenge for autonomous robotic systems. Although data-driven approaches using reinforcement learning can develop specialist policies that discover behaviors to control a single object, they often exhibit poor generalization to unseen ones. In this work, we show that policies learned by existing reinforcement learning algorithms can in fact be generalist when combined with multi-task learning and a well-chosen object representation. We show that a single generalist policy can perform in-hand manipulation of over 100 geometrically-diverse real-world objects and generalize to new objects with unseen shape or size. Interestingly, we find that multi-task learning with object point cloud representations not only generalizes better but even outperforms the single-object specialist policies on both training as well as held-out test objects. Video results at https://huangwl18.github.io/geometry-dex
Reinforcement learning (RL) requires access to a reward function that incentivizes the right behavior, but these are notoriously hard to specify for complex tasks. Preference-based RL provides an alternative: learning policies using a teacher's preferences without pre-defined rewards, thus overcoming concerns associated with reward engineering. However, it is difficult to quantify the progress in preference-based RL due to the lack of a commonly adopted benchmark. In this paper, we introduce B-Pref: a benchmark specially designed for preference-based RL. A key challenge with such a benchmark is providing the ability to evaluate candidate algorithms quickly, which makes relying on real human input for evaluation prohibitive. At the same time, simulating human input as giving perfect preferences for the ground truth reward function is unrealistic. B-Pref alleviates this by simulating teachers with a wide array of irrationalities, and proposes metrics not solely for performance but also for robustness to these potential irrationalities. We showcase the utility of B-Pref by using it to analyze algorithmic design choices, such as selecting informative queries, for state-of-the-art preference-based RL algorithms. We hope that B-Pref can serve as a common starting point to study preference-based RL more systematically. Source code is available at https://github.com/rll-research/B-Pref.
Reinforcement learning has achieved great success in many applications. However, sample efficiency remains a key challenge, with prominent methods requiring millions (or even billions) of environment steps to train. Recently, there has been significant progress in sample efficient image-based RL algorithms; however, consistent human-level performance on the Atari game benchmark remains an elusive goal. We propose a sample efficient model-based visual RL algorithm built on MuZero, which we name EfficientZero. Our method achieves 190.4% mean human performance and 116.0% median performance on the Atari 100k benchmark with only two hours of real-time game experience and outperforms the state SAC in some tasks on the DMControl 100k benchmark. This is the first time an algorithm achieves super-human performance on Atari games with such little data. EfficientZero's performance is also close to DQN's performance at 200 million frames while we consume 500 times less data. EfficientZero's low sample complexity and high performance can bring RL closer to real-world applicability. We implement our algorithm in an easy-to-understand manner and it is available at https://github.com/YeWR/EfficientZero. We hope it will accelerate the research of MCTS-based RL algorithms in the wider community.
Deep Reinforcement Learning (RL) has emerged as a powerful paradigm to solve a range of complex yet specific control tasks. Yet training generalist agents that can quickly adapt to new tasks remains an outstanding challenge. Recent advances in unsupervised RL have shown that pre-training RL agents with self-supervised intrinsic rewards can result in efficient adaptation. However, these algorithms have been hard to compare and develop due to the lack of a unified benchmark. To this end, we introduce the Unsupervised Reinforcement Learning Benchmark (URLB). URLB consists of two phases: reward-free pre-training and downstream task adaptation with extrinsic rewards. Building on the DeepMind Control Suite, we provide twelve continuous control tasks from three domains for evaluation and open-source code for eight leading unsupervised RL methods. We find that the implemented baselines make progress but are not able to solve URLB and propose directions for future research.
Temporal-Difference (TD) learning methods, such as Q-Learning, have proven effective at learning a policy to perform control tasks. One issue with methods like Q-Learning is that the value update introduces bias when predicting the TD target of a unfamiliar state. Estimation noise becomes a bias after the max operator in the policy improvement step, and carries over to value estimations of other states, causing Q-Learning to overestimate the Q value. Algorithms like Soft Q-Learning (SQL) introduce the notion of a soft-greedy policy, which reduces the estimation bias via soft updates in early stages of training. However, the inverse temperature $\beta$ that controls the softness of an update is usually set by a hand-designed heuristic, which can be inaccurate at capturing the uncertainty in the target estimate. Under the belief that $\beta$ is closely related to the (state dependent) model uncertainty, Entropy Regularized Q-Learning (EQL) further introduces a principled scheduling of $\beta$ by maintaining a collection of the model parameters that characterizes model uncertainty. In this paper, we present Unbiased Soft Q-Learning (UQL), which extends the work of EQL from two action, finite state spaces to multi-action, infinite state space Markov Decision Processes. We also provide a principled numerical scheduling of $\beta$, extended from SQL and using model uncertainty, during the optimization process. We show the theoretical guarantees and the effectiveness of this update method in experiments on several discrete control environments.