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A. Rupam Mahmood

Publications and source records attributed to A. Rupam Mahmood.

At least 19 recordsLinked to original sources

Streaming Deep Reinforcement Learning Finally Works

Learning from a stream of experience as it arrives, also known as streaming learning, is a core part of natural learning. However, reliable streaming learning has remained a persistent challenge in modern deep reinforcement learning (RL). Instead, most deep RL algorithms learn from old experience by storing past interactions in a buffer. We show that both classical streaming RL, such as Q-learning and actor-critic, when used with deep neural networks, and batch deep RL, such as PPO, SAC, and DQN, when adapted to the streaming setting, often fail to learn. Across 58 Atari games and 50 continuous-control tasks, we find that these methods, in aggregate, perform close to random policies despite extensive task-specific hyperparameter searches. We call this pattern stream barrier. Here, we introduce Stream-X, a shared recipe for streaming deep RL algorithms that combines signal normalization, representation stabilization, and controlled parameter updates. By applying Stream-X to several base streaming RL algorithms, we provide the first family of deep RL algorithms to overcome the stream barrier. Using one prescribed hyperparameter configuration per algorithm across tasks, Stream-X substantially improves aggregate performance, often on par with batch RL algorithms. Beyond these benchmarks, we demonstrate learning with Stream-X algorithms under nonstationarity and resource constraints. Stream-AC, one of the Stream-X algorithms, repeatedly recovers performance across alternating floor-friction regimes in simulation, outperforming the evaluated PPO and SAC baselines. It also learns a heading tracking task on a robot using proprioceptive and visual features from the on-board camera in a naturally changing laboratory environment. Stream-Q learns a Pong game from pixels directly on an ESP32-S3 microcontroller, a device with limited compute and memory.

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Dynamic Object Masks as Goal Representations for Visual Goal-Conditioned Reinforcement Learning

Goal-conditioned reinforcement learning (GCRL) offers a unified way to pursue diverse tasks, yet most existing methods rely on state- or position-based goal representations that are unavailable in real-world robotics. Robots operating in warehouses, agriculture, or laboratory environments rarely have access to privileged goal states, object positions, or future observations, limiting the practicality of current GCRL approaches. We propose a dynamic mask-based goal representation that provides simple, object-agnostic visual cues for vision-based navigation and manipulation. At each timestep, an image-based goal detector produces a goal mask using standard image processing, task-specific object recognizers, or pretrained detectors such as Detic or Grounding DINO. These masks specify the spatial target without requiring privileged goal states, enabling broad applicability and strong generalization to unseen objects. Our method improves stability and sample efficiency in GCRL, achieving a 99% success rate in reaching both training and novel objects with Franka and UR10e robotic arms and faster learning in simulated navigation. We further demonstrate learning from scratch and sim-to-real transfer on both robotic arms, highlighting the effectiveness of our approach for real-world RL tasks. Our code is available at https://github.com/fahimfss/GCRL.

cs.CV↗

Rethinking the Suitability of Reinforcement Learning Algorithms Under Practical Transfer Constraints

Transfer-oriented reinforcement learning requires evaluating algorithms along dimensions that go beyond standard sample efficiency. We focus on two dimensions: practical efficiency, which asks whether conclusions about algorithm suitability change under wall-clock rather than interaction-based budgets, and robustness under dynamics mismatch, which asks how different learning paradigms respond to variability in the training distribution induced by domain randomization. We provide two insights to reinforcement-learning practitioners. First, comparing the sample efficiency of different algorithms is often an insufficient criterion in transfer-oriented settings. The wall-clock time required to train a decent policy is an important consideration for practitioners, and we find that the sample-inefficient PPO algorithm can produce a performant policy faster than relatively more sample-efficient algorithms such as SAC and TD-MPC2, validating the common understanding of massively parallel training paradigms. Second, domain randomization can help different kinds of algorithms learn robust policies. In particular, although PPO, SAC, and TD-MPC2 represent different RL paradigms - on-policy, off-policy, and model-based learning and planning, respectively - we find that domain randomization affects all three algorithms in a similar way. To the best of our knowledge, this is the first controlled comparison of the effect of domain-randomization coverage on PPO, SAC, and TD-MPC2 under the same transfer protocol. Taken together, these two insights highlight the importance of evaluating RL algorithms not only by sample efficiency, but also by practical considerations such as training time and the algorithms' ability to produce usable policies.

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Benchmarking Action Spaces in Reinforcement Learning for Vision-based Robotic Manipulation

In real-world reinforcement learning (RL), the choice of action space can play a key role in shaping motion smoothness, safety, and overall task performance. In this study, we evaluate pose increment, pose velocity, joint position increment, and joint velocity across two vision-based manipulation tasks: object picking and pushing. We train policies in simulation and deploy them to the real world using sim-to-real transfer. We find that action-space representation indeed significantly affects sim-to-real performance. In particular, we find that the joint velocity action space is best for the vision-based picking and pushing tasks in terms of smoothness and final task performance. We also provide practical guidance for RL practitioners in choosing action spaces for both simulation and real-world experiments.

cs.RO↗

Performance Variation in Deep Reinforcement Learning

Deep reinforcement learning (RL) algorithms often suffer from low run-to-run robustness, manifesting as significant performance variation across independent runs of identically configured agents. Although this issue poses a spectrum of challenges across research and practice, relatively few studies develop methods to evaluate it; RL research instead often reports uncertainty in the estimated mean performance. In this paper, we outline the limitations of conventional uncertainty and variation estimates, particularly their misalignment with purpose and the risk of underreporting. We then propose an alternative percentile-based statistic and visualization method, min-max IPR and run-wise percentile highlighting, respectively. These percentile-based tools are easy to interpret and rely on standard properties of sample percentiles, providing rich information about run-to-run performance variation. We demonstrate this through three case studies. First, we show that LayerNorm and penultimate-layer normalizations narrow performance variation in PPO, whereas the variation is mostly unchanged in SAC. Second, we compare PPO, SAC, TD-MPC, and TD-MPC2, and show TD-MPC exhibits the least variation while being the most data efficient among the four. Finally, in a comparison of DQN and Rainbow on five Atari environments, we show that both algorithms exhibit similar levels of performance variation.

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Distributions as Actions: A Unified Framework for Diverse Action Spaces

We introduce a novel reinforcement learning (RL) framework that treats parameterized action distributions as actions, redefining the boundary between agent and environment. This reparameterization makes the new action space continuous, regardless of the original action type (discrete, continuous, hybrid, etc.). Under this new parameterization, we develop a generalized deterministic policy gradient estimator, Distributions-as-Actions Policy Gradient (DA-PG), which has lower variance than the gradient in the original action space. Although learning the critic over distribution parameters poses new challenges, we introduce Interpolated Critic Learning (ICL), a simple yet effective strategy to enhance learning, supported by insights from bandit settings. Building on TD3, a strong baseline for continuous control, we propose a practical actor-critic algorithm, Distributions-as-Actions Actor-Critic (DA-AC). Empirically, DA-AC achieves competitive performance in various settings across discrete, continuous, and hybrid control.

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Intentional Updates for Streaming Reinforcement Learning

In gradient-based learning, a step size chosen in parameter units does not produce a predictable per-step change in function output. This often leads to instability in the streaming setting (i.e., batch size=1), where stochasticity is not averaged out and update magnitudes can momentarily become arbitrarily big or small. Instead, we propose intentional updates: first specify the intended outcome of an update and then solve for the step size that approximately achieves it. This strategy has precedent in online supervised linear regression via Normalized Least Mean Squares algorithm, which selects a step size to yield a specified change in the function output proportional to the current error. We extend this principle to streaming deep reinforcement learning by defining appropriate intended outcomes: Intentional TD aims for a fixed fractional reduction of the TD error, and Intentional Policy Gradient aims for a bounded per-step change in the policy, limiting local KL divergence. We propose practical algorithms combining eligibility traces and diagonal scaling. Empirically, these methods yield state-of-the-art streaming performance, frequently performing on par with batch and replay-buffer approaches.

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Learning Without Time-Based Embodiment Resets in Soft-Actor Critic

When creating new reinforcement learning tasks, practitioners often accelerate the learning process by incorporating into the task several accessory components, such as breaking the environment interaction into independent episodes and frequently resetting the environment. Although they can enable the learning of complex intelligent behaviors, such task accessories can result in unnatural task setups and hinder long-term performance in the real world. In this work, we explore the challenges of learning without episode terminations and robot embodiment resets using the Soft Actor-Critic (SAC) algorithm. To learn without terminations, we present a continuing version of the SAC algorithm and show that, with simple modifications to the reward functions of existing tasks, continuing SAC can perform as well as or better than episodic SAC while reducing the sensitivity of performance to the value of the discount rate $γ$. On a modified Gym Reacher task, we investigate possible explanations for the failure of continuing SAC when learning without embodiment resets. Our results suggest that embodiment resets help with exploration of the state space in the SAC algorithm, and removing embodiment resets can lead to poor exploration of the state space and failure of or significantly slower learning. Finally, on additional simulated tasks and a real-robot vision task, we show that increasing the entropy of the policy when performance trends worse or remains static is an effective intervention for recovering the performance lost due to not using embodiment resets.

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Target Networks and Over-parameterization Stabilize Off-policy Bootstrapping with Function Approximation

We prove that the combination of a target network and over-parameterized linear function approximation establishes a weaker convergence condition for bootstrapped value estimation in certain cases, even with off-policy data. Our condition is naturally satisfied for expected updates over the entire state-action space or learning with a batch of complete trajectories from episodic Markov decision processes. Notably, using only a target network or an over-parameterized model does not provide such a convergence guarantee. Additionally, we extend our results to learning with truncated trajectories, showing that convergence is achievable for all tasks with minor modifications, akin to value truncation for the final states in trajectories. Our primary result focuses on temporal difference estimation for prediction, providing high-probability value estimation error bounds and empirical analysis on Baird's counterexample and a Four-room task. Furthermore, we explore the control setting, demonstrating that similar convergence conditions apply to Q-learning.

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Efficient Reinforcement Learning by Reducing Forgetting with Elephant Activation Functions

Catastrophic forgetting has remained a significant challenge for efficient reinforcement learning for decades (Ring 1994, Rivest and Precup 2003). While recent works have proposed effective methods to mitigate this issue, they mainly focus on the algorithmic side. Meanwhile, we do not fully understand what architectural properties of neural networks lead to catastrophic forgetting. This study aims to fill this gap by studying the role of activation functions in the training dynamics of neural networks and their impact on catastrophic forgetting in reinforcement learning setup. Our study reveals that, besides sparse representations, the gradient sparsity of activation functions also plays an important role in reducing forgetting. Based on this insight, we propose a new class of activation functions, elephant activation functions, that can generate both sparse outputs and sparse gradients. We show that by simply replacing classical activation functions with elephant activation functions in the neural networks of value-based algorithms, we can significantly improve the resilience of neural networks to catastrophic forgetting, thus making reinforcement learning more sample-efficient and memory-efficient.

cs.LG↗

Average-DICE: Stationary Distribution Correction by Regression

Off-policy policy evaluation (OPE), an essential component of reinforcement learning, has long suffered from stationary state distribution mismatch, undermining both stability and accuracy of OPE estimates. While existing methods correct distribution shifts by estimating density ratios, they often rely on expensive optimization or backward Bellman-based updates and struggle to outperform simpler baselines. We introduce AVG-DICE, a computationally simple Monte Carlo estimator for the density ratio that averages discounted importance sampling ratios, providing an unbiased and consistent correction. AVG-DICE extends naturally to nonlinear function approximation using regression, which we roughly tune and test on OPE tasks based on Mujoco Gym environments and compare with state-of-the-art density-ratio estimators using their reported hyperparameters. In our experiments, AVG-DICE is at least as accurate as state-of-the-art estimators and sometimes offers orders-of-magnitude improvements. However, a sensitivity analysis shows that best-performing hyperparameters may vary substantially across different discount factors, so a re-tuning is suggested.

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Deep Policy Gradient Methods Without Batch Updates, Target Networks, or Replay Buffers

Modern deep policy gradient methods achieve effective performance on simulated robotic tasks, but they all require large replay buffers or expensive batch updates, or both, making them incompatible for real systems with resource-limited computers. We show that these methods fail catastrophically when limited to small replay buffers or during incremental learning, where updates only use the most recent sample without batch updates or a replay buffer. We propose a novel incremental deep policy gradient method -- Action Value Gradient (AVG) and a set of normalization and scaling techniques to address the challenges of instability in incremental learning. On robotic simulation benchmarks, we show that AVG is the only incremental method that learns effectively, often achieving final performance comparable to batch policy gradient methods. This advancement enabled us to show for the first time effective deep reinforcement learning with real robots using only incremental updates, employing a robotic manipulator and a mobile robot.

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Revisiting Sparse Rewards for Goal-Reaching Reinforcement Learning

Many real-world robot learning problems, such as pick-and-place or arriving at a destination, can be seen as a problem of reaching a goal state as soon as possible. These problems, when formulated as episodic reinforcement learning tasks, can easily be specified to align well with our intended goal: -1 reward every time step with termination upon reaching the goal state, called minimum-time tasks. Despite this simplicity, such formulations are often overlooked in favor of dense rewards due to their perceived difficulty and lack of informativeness. Our studies contrast the two reward paradigms, revealing that the minimum-time task specification not only facilitates learning higher-quality policies but can also surpass dense-reward-based policies on their own performance metrics. Crucially, we also identify the goal-hit rate of the initial policy as a robust early indicator for learning success in such sparse feedback settings. Finally, using four distinct real-robotic platforms, we show that it is possible to learn pixel-based policies from scratch within two to three hours using constant negative rewards.

cs.RO↗

Revisiting Scalable Hessian Diagonal Approximations for Applications in Reinforcement Learning

Second-order information is valuable for many applications but challenging to compute. Several works focus on computing or approximating Hessian diagonals, but even this simplification introduces significant additional costs compared to computing a gradient. In the absence of efficient exact computation schemes for Hessian diagonals, we revisit an early approximation scheme proposed by Becker and LeCun (1989, BL89), which has a cost similar to gradients and appears to have been overlooked by the community. We introduce HesScale, an improvement over BL89, which adds negligible extra computation. On small networks, we find that this improvement is of higher quality than all alternatives, even those with theoretical guarantees, such as unbiasedness, while being much cheaper to compute. We use this insight in reinforcement learning problems where small networks are used and demonstrate HesScale in second-order optimization and scaling the step-size parameter. In our experiments, HesScale optimizes faster than existing methods and improves stability through step-size scaling. These findings are promising for scaling second-order methods in larger models in the future.

cs.LG↗

Weight Clipping for Deep Continual and Reinforcement Learning

Many failures in deep continual and reinforcement learning are associated with increasing magnitudes of the weights, making them hard to change and potentially causing overfitting. While many methods address these learning failures, they often change the optimizer or the architecture, a complexity that hinders widespread adoption in various systems. In this paper, we focus on learning failures that are associated with increasing weight norm and we propose a simple technique that can be easily added on top of existing learning systems: clipping neural network weights to limit them to a specific range. We study the effectiveness of weight clipping in a series of supervised and reinforcement learning experiments. Our empirical results highlight the benefits of weight clipping for generalization, addressing loss of plasticity and policy collapse, and facilitating learning with a large replay ratio.

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More Efficient Randomized Exploration for Reinforcement Learning via Approximate Sampling

Thompson sampling (TS) is one of the most popular exploration techniques in reinforcement learning (RL). However, most TS algorithms with theoretical guarantees are difficult to implement and not generalizable to Deep RL. While the emerging approximate sampling-based exploration schemes are promising, most existing algorithms are specific to linear Markov Decision Processes (MDP) with suboptimal regret bounds, or only use the most basic samplers such as Langevin Monte Carlo. In this work, we propose an algorithmic framework that incorporates different approximate sampling methods with the recently proposed Feel-Good Thompson Sampling (FGTS) approach (Zhang, 2022; Dann et al., 2021), which was previously known to be computationally intractable in general. When applied to linear MDPs, our regret analysis yields the best known dependency of regret on dimensionality, surpassing existing randomized algorithms. Additionally, we provide explicit sampling complexity for each employed sampler. Empirically, we show that in tasks where deep exploration is necessary, our proposed algorithms that combine FGTS and approximate sampling perform significantly better compared to other strong baselines. On several challenging games from the Atari 57 suite, our algorithms achieve performance that is either better than or on par with other strong baselines from the deep RL literature.

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Learning to Optimize for Reinforcement Learning

In recent years, by leveraging more data, computation, and diverse tasks, learned optimizers have achieved remarkable success in supervised learning, outperforming classical hand-designed optimizers. Reinforcement learning (RL) is essentially different from supervised learning, and in practice, these learned optimizers do not work well even in simple RL tasks. We investigate this phenomenon and identify two issues. First, the agent-gradient distribution is non-independent and identically distributed, leading to inefficient meta-training. Moreover, due to highly stochastic agent-environment interactions, the agent-gradients have high bias and variance, which increases the difficulty of learning an optimizer for RL. We propose pipeline training and a novel optimizer structure with a good inductive bias to address these issues, making it possible to learn an optimizer for reinforcement learning from scratch. We show that, although only trained in toy tasks, our learned optimizer can generalize to unseen complex tasks in Brax.

cs.LG↗

Addressing Loss of Plasticity and Catastrophic Forgetting in Continual Learning

Deep representation learning methods struggle with continual learning, suffering from both catastrophic forgetting of useful units and loss of plasticity, often due to rigid and unuseful units. While many methods address these two issues separately, only a few currently deal with both simultaneously. In this paper, we introduce Utility-based Perturbed Gradient Descent (UPGD) as a novel approach for the continual learning of representations. UPGD combines gradient updates with perturbations, where it applies smaller modifications to more useful units, protecting them from forgetting, and larger modifications to less useful units, rejuvenating their plasticity. We use a challenging streaming learning setup where continual learning problems have hundreds of non-stationarities and unknown task boundaries. We show that many existing methods suffer from at least one of the issues, predominantly manifested by their decreasing accuracy over tasks. On the other hand, UPGD continues to improve performance and surpasses or is competitive with all methods in all problems. Finally, in extended reinforcement learning experiments with PPO, we show that while Adam exhibits a performance drop after initial learning, UPGD avoids it by addressing both continual learning issues.

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