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Amy Zhang

Publications and source records attributed to Amy Zhang.

At least 91 records · Page 5Linked to original sources

Provably Efficient Offline Goal-Conditioned Reinforcement Learning with General Function Approximation and Single-Policy Concentrability

Goal-conditioned reinforcement learning (GCRL) refers to learning general-purpose skills that aim to reach diverse goals. In particular, offline GCRL only requires purely pre-collected datasets to perform training tasks without additional interactions with the environment. Although offline GCRL has become increasingly prevalent and many previous works have demonstrated its empirical success, the theoretical understanding of efficient offline GCRL algorithms is not well established, especially when the state space is huge and the offline dataset only covers the policy we aim to learn. In this paper, we provide a rigorous theoretical analysis of an existing empirically successful offline GCRL algorithm. We prove that under slight modification, this algorithm enjoys an $\widetilde{O}(\text{poly}(1/ε))$ sample complexity (where $ε$ is the desired suboptimality of the learned policy) with general function approximation thanks to the property of (semi-)strong convexity of the objective functions. We only require nearly minimal assumptions on the dataset (single-policy concentrability) and the function class (realizability). Moreover, this algorithm consists of two uninterleaved optimization steps, which we refer to as $V$-learning and policy learning, and is computationally stable since it does not involve minimax optimization. We also empirically validate our theory by showing that the modified algorithm outperforms the previous algorithm in various real-world environments. To the best of our knowledge, this is the first algorithm that is both provably efficient with general function approximation and single-policy concentrability, and empirically successful without requiring solving minimax optimization problems.

cs.LG↗

$f$-Policy Gradients: A General Framework for Goal Conditioned RL using $f$-Divergences

Goal-Conditioned Reinforcement Learning (RL) problems often have access to sparse rewards where the agent receives a reward signal only when it has achieved the goal, making policy optimization a difficult problem. Several works augment this sparse reward with a learned dense reward function, but this can lead to sub-optimal policies if the reward is misaligned. Moreover, recent works have demonstrated that effective shaping rewards for a particular problem can depend on the underlying learning algorithm. This paper introduces a novel way to encourage exploration called $f$-Policy Gradients, or $f$-PG. $f$-PG minimizes the f-divergence between the agent's state visitation distribution and the goal, which we show can lead to an optimal policy. We derive gradients for various f-divergences to optimize this objective. Our learning paradigm provides dense learning signals for exploration in sparse reward settings. We further introduce an entropy-regularized policy optimization objective, that we call $state$-MaxEnt RL (or $s$-MaxEnt RL) as a special case of our objective. We show that several metric-based shaping rewards like L2 can be used with $s$-MaxEnt RL, providing a common ground to study such metric-based shaping rewards with efficient exploration. We find that $f$-PG has better performance compared to standard policy gradient methods on a challenging gridworld as well as the Point Maze and FetchReach environments. More information on our website https://agarwalsiddhant10.github.io/projects/fpg.html.

cs.LG↗

Decentralizing Platform Power: A Design Space of Multi-level Governance in Online Social Platforms

Many have criticized the centralized and unaccountable governance of prominent online social platforms, leading to renewed interest in platform governance that incorporates multiple centers of power. Decentralization of power can arise horizontally, through parallel communities, each with local administration, and vertically, through multiple hierarchies of overlapping jurisdiction. Drawing from literature on federalism and polycentricity in analogous offline institutions, we scrutinize the landscape of existing platforms through the lens of multi-level governance. Our analysis describes how online platforms incorporate varying forms and degrees of decentralized governance. In particular, we propose a framework that characterizes the general design space and the various ways that middle levels of governance vary in how they can interact with a centralized governance system above and end users below. This focus provides a starting point for new lines of inquiry between platform- and community-governance scholarship. By engaging themes of decentralization, hierarchy, power, and responsibility, while discussing concrete examples, we connect designers and theorists of online spaces.

cs.HC↗

Motif: Intrinsic Motivation from Artificial Intelligence Feedback

Exploring rich environments and evaluating one's actions without prior knowledge is immensely challenging. In this paper, we propose Motif, a general method to interface such prior knowledge from a Large Language Model (LLM) with an agent. Motif is based on the idea of grounding LLMs for decision-making without requiring them to interact with the environment: it elicits preferences from an LLM over pairs of captions to construct an intrinsic reward, which is then used to train agents with reinforcement learning. We evaluate Motif's performance and behavior on the challenging, open-ended and procedurally-generated NetHack game. Surprisingly, by only learning to maximize its intrinsic reward, Motif achieves a higher game score than an algorithm directly trained to maximize the score itself. When combining Motif's intrinsic reward with the environment reward, our method significantly outperforms existing approaches and makes progress on tasks where no advancements have ever been made without demonstrations. Finally, we show that Motif mostly generates intuitive human-aligned behaviors which can be steered easily through prompt modifications, while scaling well with the LLM size and the amount of information given in the prompt.

cs.AI↗

Fairness-Sensitive Policy-Gradient Reinforcement Learning for Reducing Bias in Robotic Assistance

Robots assist humans in various activities, from daily living public service (e.g., airports and restaurants), and to collaborative manufacturing. However, it is risky to assume that the knowledge and strategies robots learned from one group of people can apply to other groups. The discriminatory performance of robots will undermine their service quality for some people, ignore their service requests, and even offend them. Therefore, it is critically important to mitigate bias in robot decision-making for more fair services. In this paper, we designed a self-reflective mechanism -- Fairness-Sensitive Policy Gradient Reinforcement Learning (FSPGRL), to help robots to self-identify biased behaviors during interactions with humans. FSPGRL identifies bias by examining the abnormal update along particular gradients and updates the policy network to support fair decision-making for robots. To validate FSPGRL's effectiveness, a human-centered service scenario, "A robot is serving people in a restaurant," was designed. A user study was conducted; 24 human subjects participated in generating 1,000 service demonstrations. Four commonly-seen issues "Willingness Issue," "Priority Issue," "Quality Issue," "Risk Issue" were observed from robot behaviors. By using FSPGRL to improve robot decisions, robots were proven to have a self-bias detection capability for a more fair service. We have achieved the suppression of bias and improved the quality during the process of robot learning to realize a relatively fair model.

cs.RO↗

Generalization Across Observation Shifts in Reinforcement Learning

Learning policies which are robust to changes in the environment are critical for real world deployment of Reinforcement Learning agents. They are also necessary for achieving good generalization across environment shifts. We focus on bisimulation metrics, which provide a powerful means for abstracting task relevant components of the observation and learning a succinct representation space for training the agent using reinforcement learning. In this work, we extend the bisimulation framework to also account for context dependent observation shifts. Specifically, we focus on the simulator based learning setting and use alternate observations to learn a representation space which is invariant to observation shifts using a novel bisimulation based objective. This allows us to deploy the agent to varying observation settings during test time and generalize to unseen scenarios. We further provide novel theoretical bounds for simulator fidelity and performance transfer guarantees for using a learnt policy to unseen shifts. Empirical analysis on the high-dimensional image based control domains demonstrates the efficacy of our method.

cs.LG↗

LIV: Language-Image Representations and Rewards for Robotic Control

We present Language-Image Value learning (LIV), a unified objective for vision-language representation and reward learning from action-free videos with text annotations. Exploiting a novel connection between dual reinforcement learning and mutual information contrastive learning, the LIV objective trains a multi-modal representation that implicitly encodes a universal value function for tasks specified as language or image goals. We use LIV to pre-train the first control-centric vision-language representation from large human video datasets such as EpicKitchen. Given only a language or image goal, the pre-trained LIV model can assign dense rewards to each frame in videos of unseen robots or humans attempting that task in unseen environments. Further, when some target domain-specific data is available, the same objective can be used to fine-tune and improve LIV and even other pre-trained representations for robotic control and reward specification in that domain. In our experiments on several simulated and real-world robot environments, LIV models consistently outperform the best prior input state representations for imitation learning, as well as reward specification methods for policy synthesis. Our results validate the advantages of joint vision-language representation and reward learning within the unified, compact LIV framework.

cs.RO↗

Personalizing Content Moderation on Social Media: User Perspectives on Moderation Choices, Interface Design, and Labor

Social media platforms moderate content for each user by incorporating the outputs of both platform-wide content moderation systems and, in some cases, user-configured personal moderation preferences. However, it is unclear (1) how end users perceive the choices and affordances of different kinds of personal content moderation tools, and (2) how the introduction of personalization impacts user perceptions of platforms' content moderation responsibilities. This paper investigates end users' perspectives on personal content moderation tools by conducting an interview study with a diverse sample of 24 active social media users. We probe interviewees' preferences using simulated personal moderation interfaces, including word filters, sliders for toxicity levels, and boolean toxicity toggles. We also examine the labor involved for users in choosing moderation settings and present users' attitudes about the roles and responsibilities of social media platforms and other stakeholders towards moderation. We discuss how our findings can inform design solutions to improve transparency and controllability in personal content moderation tools.

cs.HC↗

Denoised MDPs: Learning World Models Better Than the World Itself

The ability to separate signal from noise, and reason with clean abstractions, is critical to intelligence. With this ability, humans can efficiently perform real world tasks without considering all possible nuisance factors.How can artificial agents do the same? What kind of information can agents safely discard as noises? In this work, we categorize information out in the wild into four types based on controllability and relation with reward, and formulate useful information as that which is both controllable and reward-relevant. This framework clarifies the kinds information removed by various prior work on representation learning in reinforcement learning (RL), and leads to our proposed approach of learning a Denoised MDP that explicitly factors out certain noise distractors. Extensive experiments on variants of DeepMind Control Suite and RoboDesk demonstrate superior performance of our denoised world model over using raw observations alone, and over prior works, across policy optimization control tasks as well as the non-control task of joint position regression.

cs.LG↗

GitHub OSS Governance File Dataset

Open-source Software (OSS) has become a valuable resource in both industry and academia over the last few decades. Despite the innovative structures they develop to support the projects, OSS projects and their communities have complex needs and face risks such as getting abandoned. To manage the internal social dynamics and community evolution, OSS developer communities have started relying on written governance documents that assign roles and responsibilities to different community actors. To facilitate the study of the impact and effectiveness of formal governance documents on OSS projects and communities, we present a longitudinal dataset of 710 GitHub-hosted OSS projects with \path{GOVERNANCE.MD} governance files. This dataset includes all commits made to the repository, all issues and comments created on GitHub, and all revisions made to the governance file. We hope its availability will foster more research interest in studying how OSS communities govern their projects and the impact of governance files on communities.

cs.SE↗

BC-IRL: Learning Generalizable Reward Functions from Demonstrations

How well do reward functions learned with inverse reinforcement learning (IRL) generalize? We illustrate that state-of-the-art IRL algorithms, which maximize a maximum-entropy objective, learn rewards that overfit to the demonstrations. Such rewards struggle to provide meaningful rewards for states not covered by the demonstrations, a major detriment when using the reward to learn policies in new situations. We introduce BC-IRL a new inverse reinforcement learning method that learns reward functions that generalize better when compared to maximum-entropy IRL approaches. In contrast to the MaxEnt framework, which learns to maximize rewards around demonstrations, BC-IRL updates reward parameters such that the policy trained with the new reward matches the expert demonstrations better. We show that BC-IRL learns rewards that generalize better on an illustrative simple task and two continuous robotic control tasks, achieving over twice the success rate of baselines in challenging generalization settings.

cs.LG↗

Neural Constraint Satisfaction: Hierarchical Abstraction for Combinatorial Generalization in Object Rearrangement

Object rearrangement is a challenge for embodied agents because solving these tasks requires generalizing across a combinatorially large set of configurations of entities and their locations. Worse, the representations of these entities are unknown and must be inferred from sensory percepts. We present a hierarchical abstraction approach to uncover these underlying entities and achieve combinatorial generalization from unstructured visual inputs. By constructing a factorized transition graph over clusters of entity representations inferred from pixels, we show how to learn a correspondence between intervening on states of entities in the agent's model and acting on objects in the environment. We use this correspondence to develop a method for control that generalizes to different numbers and configurations of objects, which outperforms current offline deep RL methods when evaluated on simulated rearrangement tasks.

cs.LG↗

VIP: Towards Universal Visual Reward and Representation via Value-Implicit Pre-Training

Reward and representation learning are two long-standing challenges for learning an expanding set of robot manipulation skills from sensory observations. Given the inherent cost and scarcity of in-domain, task-specific robot data, learning from large, diverse, offline human videos has emerged as a promising path towards acquiring a generally useful visual representation for control; however, how these human videos can be used for general-purpose reward learning remains an open question. We introduce $\textbf{V}$alue-$\textbf{I}$mplicit $\textbf{P}$re-training (VIP), a self-supervised pre-trained visual representation capable of generating dense and smooth reward functions for unseen robotic tasks. VIP casts representation learning from human videos as an offline goal-conditioned reinforcement learning problem and derives a self-supervised dual goal-conditioned value-function objective that does not depend on actions, enabling pre-training on unlabeled human videos. Theoretically, VIP can be understood as a novel implicit time contrastive objective that generates a temporally smooth embedding, enabling the value function to be implicitly defined via the embedding distance, which can then be used to construct the reward for any goal-image specified downstream task. Trained on large-scale Ego4D human videos and without any fine-tuning on in-domain, task-specific data, VIP's frozen representation can provide dense visual reward for an extensive set of simulated and $\textbf{real-robot}$ tasks, enabling diverse reward-based visual control methods and significantly outperforming all prior pre-trained representations. Notably, VIP can enable simple, $\textbf{few-shot}$ offline RL on a suite of real-world robot tasks with as few as 20 trajectories.

cs.RO↗

Latent State Marginalization as a Low-cost Approach for Improving Exploration

While the maximum entropy (MaxEnt) reinforcement learning (RL) framework -- often touted for its exploration and robustness capabilities -- is usually motivated from a probabilistic perspective, the use of deep probabilistic models has not gained much traction in practice due to their inherent complexity. In this work, we propose the adoption of latent variable policies within the MaxEnt framework, which we show can provably approximate any policy distribution, and additionally, naturally emerges under the use of world models with a latent belief state. We discuss why latent variable policies are difficult to train, how naive approaches can fail, then subsequently introduce a series of improvements centered around low-cost marginalization of the latent state, allowing us to make full use of the latent state at minimal additional cost. We instantiate our method under the actor-critic framework, marginalizing both the actor and critic. The resulting algorithm, referred to as Stochastic Marginal Actor-Critic (SMAC), is simple yet effective. We experimentally validate our method on continuous control tasks, showing that effective marginalization can lead to better exploration and more robust training. Our implementation is open sourced at https://github.com/zdhNarsil/Stochastic-Marginal-Actor-Critic.

cs.LG↗

Do Users Want Platform Moderation or Individual Control? Examining the Role of Third-Person Effects and Free Speech Support in Shaping Moderation Preferences

This study examines social media users' preferences for the use of platform-wide moderation in comparison to user-controlled, personalized moderation tools to regulate three categories of norm-violating content - hate speech, sexually explicit content, and violent content. Via a nationally representative survey of 984 US adults, we explore the influence of third-person effects and support for freedom of expression on this choice. We find that perceived negative effects on others negatively predict while free speech support positively predicts a preference for having personal moderation settings over platform-directed moderation for regulating each speech category. Our findings show that platform governance initiatives need to account for both actual and perceived media effects of norm-violating speech categories to increase user satisfaction. Our analysis suggests that users do not view personal moderation tools as an infringement on others' free speech but as a means to assert greater agency over their social media feeds.

cs.HC↗

AutoCAT: Reinforcement Learning for Automated Exploration of Cache-Timing Attacks

The aggressive performance optimizations in modern microprocessors can result in security vulnerabilities. For example, timing-based attacks in processor caches can steal secret keys or break randomization. So far, finding cache-timing vulnerabilities is mostly performed by human experts, which is inefficient and laborious. There is a need for automatic tools that can explore vulnerabilities given that unreported vulnerabilities leave the systems at risk. In this paper, we propose AutoCAT, an automated exploration framework that finds cache timing-channel attack sequences using reinforcement learning (RL). Specifically, AutoCAT formulates the cache timing-channel attack as a guessing game between an attack program and a victim program holding a secret. This guessing game can thus be solved via modern deep RL techniques. AutoCAT can explore attacks in various cache configurations without knowing design details and under different attack and victim program configurations. AutoCAT can also find attacks to bypass certain detection and defense mechanisms. In particular, AutoCAT discovered StealthyStreamline, a new attack that is able to bypass performance counter-based detection and has up to a 71% higher information leakage rate than the state-of-the-art LRU-based attacks on real processors. AutoCAT is the first of its kind in using RL for crafting microarchitectural timing-channel attack sequences and can accelerate cache timing-channel exploration for secure microprocessor designs.

cs.CR↗

A Survey of Zero-shot Generalisation in Deep Reinforcement Learning

The study of zero-shot generalisation (ZSG) in deep Reinforcement Learning (RL) aims to produce RL algorithms whose policies generalise well to novel unseen situations at deployment time, avoiding overfitting to their training environments. Tackling this is vital if we are to deploy reinforcement learning algorithms in real world scenarios, where the environment will be diverse, dynamic and unpredictable. This survey is an overview of this nascent field. We rely on a unifying formalism and terminology for discussing different ZSG problems, building upon previous works. We go on to categorise existing benchmarks for ZSG, as well as current methods for tackling these problems. Finally, we provide a critical discussion of the current state of the field, including recommendations for future work. Among other conclusions, we argue that taking a purely procedural content generation approach to benchmark design is not conducive to progress in ZSG, we suggest fast online adaptation and tackling RL-specific problems as some areas for future work on methods for ZSG, and we recommend building benchmarks in underexplored problem settings such as offline RL ZSG and reward-function variation.

cs.LG↗

Contrastive Distillation Is a Sample-Efficient Self-Supervised Loss Policy for Transfer Learning

Traditional approaches to RL have focused on learning decision policies directly from episodic decisions, while slowly and implicitly learning the semantics of compositional representations needed for generalization. While some approaches have been adopted to refine representations via auxiliary self-supervised losses while simultaneously learning decision policies, learning compositional representations from hand-designed and context-independent self-supervised losses (multi-view) still adapts relatively slowly to the real world, which contains many non-IID subspaces requiring rapid distribution shift in both time and spatial attention patterns at varying levels of abstraction. In contrast, supervised language model cascades have shown the flexibility to adapt to many diverse manifolds, and hints of self-learning needed for autonomous task transfer. However, to date, transfer methods for language models like few-shot learning and fine-tuning still require human supervision and transfer learning using self-learning methods has been underexplored. We propose a self-supervised loss policy called contrastive distillation which manifests latent variables with high mutual information with both source and target tasks from weights to tokens. We show how this outperforms common methods of transfer learning and suggests a useful design axis of trading off compute for generalizability for online transfer. Contrastive distillation is improved through sampling from memory and suggests a simple algorithm for more efficiently sampling negative examples for contrastive losses than random sampling.

cs.CL↗