Large language models (LLMs) hold great potential for many natural language applications but risk generating incorrect or toxic content. To probe when an LLM generates unwanted content, the current paradigm is to recruit a \textit{red team} of human testers to design input prompts (i.e., test cases) that elicit undesirable responses from LLMs. However, relying solely on human testers is expensive and time-consuming. Recent works automate red teaming by training a separate red team LLM with reinforcement learning (RL) to generate test cases that maximize the chance of eliciting undesirable responses from the target LLM. However, current RL methods are only able to generate a small number of effective test cases resulting in a low coverage of the span of prompts that elicit undesirable responses from the target LLM. To overcome this limitation, we draw a connection between the problem of increasing the coverage of generated test cases and the well-studied approach of curiosity-driven exploration that optimizes for novelty. Our method of curiosity-driven red teaming (CRT) achieves greater coverage of test cases while mantaining or increasing their effectiveness compared to existing methods. Our method, CRT successfully provokes toxic responses from LLaMA2 model that has been heavily fine-tuned using human preferences to avoid toxic outputs. Code is available at \url{https://github.com/Improbable-AI/curiosity_redteam}
Deep reinforcement learning methods exhibit impressive performance on a range of tasks but still struggle on hard exploration tasks in large environments with sparse rewards. To address this, intrinsic rewards can be generated using forward model prediction errors that decrease as the environment becomes known, and incentivize an agent to explore novel states. While prediction-based intrinsic rewards can help agents solve hard exploration tasks, they can suffer from catastrophic forgetting and actually increase at visited states. We first examine the conditions and causes of catastrophic forgetting in grid world environments. We then propose a new method FARCuriosity, inspired by how humans and animals learn. The method depends on fragmentation and recall: an agent fragments an environment based on surprisal, and uses different local curiosity modules (prediction-based intrinsic reward functions) for each fragment so that modules are not trained on the entire environment. At each fragmentation event, the agent stores the current module in long-term memory (LTM) and either initializes a new module or recalls a previously stored module based on its match with the current state. With fragmentation and recall, FARCuriosity achieves less forgetting and better overall performance in games with varied and heterogeneous environments in the Atari benchmark suite of tasks. Thus, this work highlights the problem of catastrophic forgetting in prediction-based curiosity methods and proposes a solution.
Offline policy learning is aimed at learning decision-making policies using existing datasets of trajectories without collecting additional data. The primary motivation for using reinforcement learning (RL) instead of supervised learning techniques such as behavior cloning is to find a policy that achieves a higher average return than the trajectories constituting the dataset. However, we empirically find that when a dataset is dominated by suboptimal trajectories, state-of-the-art offline RL algorithms do not substantially improve over the average return of trajectories in the dataset. We argue this is due to an assumption made by current offline RL algorithms of staying close to the trajectories in the dataset. If the dataset primarily consists of sub-optimal trajectories, this assumption forces the policy to mimic the suboptimal actions. We overcome this issue by proposing a sampling strategy that enables the policy to only be constrained to ``good data" rather than all actions in the dataset (i.e., uniform sampling). We present a realization of the sampling strategy and an algorithm that can be used as a plug-and-play module in standard offline RL algorithms. Our evaluation demonstrates significant performance gains in 72 imbalanced datasets, D4RL dataset, and across three different offline RL algorithms. Code is available at https://github.com/Improbable-AI/dw-offline-rl.
Reinforcement learning is time-consuming for complex tasks due to the need for large amounts of training data. Recent advances in GPU-based simulation, such as Isaac Gym, have sped up data collection thousands of times on a commodity GPU. Most prior works used on-policy methods like PPO due to their simplicity and ease of scaling. Off-policy methods are more data efficient but challenging to scale, resulting in a longer wall-clock training time. This paper presents a Parallel $Q$-Learning (PQL) scheme that outperforms PPO in wall-clock time while maintaining superior sample efficiency of off-policy learning. PQL achieves this by parallelizing data collection, policy learning, and value learning. Different from prior works on distributed off-policy learning, such as Apex, our scheme is designed specifically for massively parallel GPU-based simulation and optimized to work on a single workstation. In experiments, we demonstrate that $Q$-learning can be scaled to \textit{tens of thousands of parallel environments} and investigate important factors affecting learning speed. The code is available at https://github.com/Improbable-AI/pql.
Animals and robots navigate through environments by building and refining maps of the space. These maps enable functions including navigating back to home, planning, search, and foraging. In large environments, exploration of the space is a hard problem: agents can become stuck in local regions. Here, we use insights from neuroscience to propose and apply the concept of Fragmentation-and-Recall (FarMap), with agents solving the mapping problem by building local maps via a surprisal-based clustering of space, which they use to set subgoals for spatial exploration. Agents build and use a local map to predict their observations; high surprisal leads to a ``fragmentation event'' that truncates the local map. At these events, the recent local map is placed into long-term memory (LTM), and a different local map is initialized. If observations at a fracture point match observations in one of the stored local maps, that map is recalled (and thus reused) from LTM. The fragmentation points induce a natural online clustering of the larger space, forming a set of intrinsic potential subgoals that are stored in LTM as a topological graph. Agents choose their next subgoal from the set of near and far potential subgoals from within the current local map or LTM, respectively. Thus, local maps guide exploration locally, while LTM promotes global exploration. We evaluate FarMap on complex procedurally-generated spatial environments to demonstrate that this mapping strategy much more rapidly covers the environment (number of agent steps and wall clock time) and is more efficient in active memory usage, without loss of performance.
Learning from rewards (i.e., reinforcement learning or RL) and learning to imitate a teacher (i.e., teacher-student learning) are two established approaches for solving sequential decision-making problems. To combine the benefits of these different forms of learning, it is common to train a policy to maximize a combination of reinforcement and teacher-student learning objectives. However, without a principled method to balance these objectives, prior work used heuristics and problem-specific hyperparameter searches to balance the two objectives. We present a $\textit{principled}$ approach, along with an approximate implementation for $\textit{dynamically}$ and $\textit{automatically}$ balancing when to follow the teacher and when to use rewards. The main idea is to adjust the importance of teacher supervision by comparing the agent's performance to the counterfactual scenario of the agent learning without teacher supervision and only from rewards. If using teacher supervision improves performance, the importance of teacher supervision is increased and otherwise it is decreased. Our method, $\textit{Teacher Guided Reinforcement Learning}$ (TGRL), outperforms strong baselines across diverse domains without hyper-parameter tuning.
Most offline reinforcement learning (RL) algorithms return a target policy maximizing a trade-off between (1) the expected performance gain over the behavior policy that collected the dataset, and (2) the risk stemming from the out-of-distribution-ness of the induced state-action occupancy. It follows that the performance of the target policy is strongly related to the performance of the behavior policy and, thus, the trajectory return distribution of the dataset. We show that in mixed datasets consisting of mostly low-return trajectories and minor high-return trajectories, state-of-the-art offline RL algorithms are overly restrained by low-return trajectories and fail to exploit high-performing trajectories to the fullest. To overcome this issue, we show that, in deterministic MDPs with stochastic initial states, the dataset sampling can be re-weighted to induce an artificial dataset whose behavior policy has a higher return. This re-weighted sampling strategy may be combined with any offline RL algorithm. We further analyze that the opportunity for performance improvement over the behavior policy correlates with the positive-sided variance of the returns of the trajectories in the dataset. We empirically show that while CQL, IQL, and TD3+BC achieve only a part of this potential policy improvement, these same algorithms combined with our reweighted sampling strategy fully exploit the dataset. Furthermore, we empirically demonstrate that, despite its theoretical limitation, the approach may still be efficient in stochastic environments. The code is available at https://github.com/Improbable-AI/harness-offline-rl.
State-of-the-art reinforcement learning (RL) algorithms typically use random sampling (e.g., $\epsilon$-greedy) for exploration, but this method fails on hard exploration tasks like Montezuma's Revenge. To address the challenge of exploration, prior works incentivize exploration by rewarding the agent when it visits novel states. Such intrinsic rewards (also called exploration bonus or curiosity) often lead to excellent performance on hard exploration tasks. However, on easy exploration tasks, the agent gets distracted by intrinsic rewards and performs unnecessary exploration even when sufficient task (also called extrinsic) reward is available. Consequently, such an overly curious agent performs worse than an agent trained with only task reward. Such inconsistency in performance across tasks prevents the widespread use of intrinsic rewards with RL algorithms. We propose a principled constrained optimization procedure called Extrinsic-Intrinsic Policy Optimization (EIPO) that automatically tunes the importance of the intrinsic reward: it suppresses the intrinsic reward when exploration is unnecessary and increases it when exploration is required. The results is superior exploration that does not require manual tuning in balancing the intrinsic reward against the task reward. Consistent performance gains across sixty-one ATARI games validate our claim. The code is available at https://github.com/Improbable-AI/eipo.
In this paper, we leverage the rapid advances in imitation learning, a topic of intense recent focus in the Reinforcement Learning (RL) literature, to develop new sample complexity results and performance guarantees for data-driven Model Predictive Control (MPC) for constrained linear systems. In its simplest form, imitation learning is an approach that tries to learn an expert policy by querying samples from an expert. Recent approaches to data-driven MPC have used the simplest form of imitation learning known as behavior cloning to learn controllers that mimic the performance of MPC by online sampling of the trajectories of the closed-loop MPC system. Behavior cloning, however, is a method that is known to be data inefficient and suffer from distribution shifts. As an alternative, we develop a variant of the forward training algorithm which is an on-policy imitation learning method proposed by Ross et al. (2010). Our algorithm uses the structure of constrained linear MPC, and our analysis uses the properties of the explicit MPC solution to theoretically bound the number of online MPC trajectories needed to achieve optimal performance. We validate our results through simulations and show that the forward training algorithm is indeed superior to behavior cloning when applied to MPC.