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Jiafei Lyu

Publications and source records attributed to Jiafei Lyu.

At least 37 records · Page 2Linked to original sources

Novelty-Guided Data Reuse for Efficient and Diversified Multi-Agent Reinforcement Learning

Recently, deep Multi-Agent Reinforcement Learning (MARL) has demonstrated its potential to tackle complex cooperative tasks, pushing the boundaries of AI in collaborative environments. However, the efficiency of these systems is often compromised by inadequate sample utilization and a lack of diversity in learning strategies. To enhance MARL performance, we introduce a novel sample reuse approach that dynamically adjusts policy updates based on observation novelty. Specifically, we employ a Random Network Distillation (RND) network to gauge the novelty of each agent's current state, assigning additional sample update opportunities based on the uniqueness of the data. We name our method Multi-Agent Novelty-GuidEd sample Reuse (MANGER). This method increases sample efficiency and promotes exploration and diverse agent behaviors. Our evaluations confirm substantial improvements in MARL effectiveness in complex cooperative scenarios such as Google Research Football and super-hard StarCraft II micromanagement tasks.

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SUMO: Search-Based Uncertainty Estimation for Model-Based Offline Reinforcement Learning

The performance of offline reinforcement learning (RL) suffers from the limited size and quality of static datasets. Model-based offline RL addresses this issue by generating synthetic samples through a dynamics model to enhance overall performance. To evaluate the reliability of the generated samples, uncertainty estimation methods are often employed. However, model ensemble, the most commonly used uncertainty estimation method, is not always the best choice. In this paper, we propose a \textbf{S}earch-based \textbf{U}ncertainty estimation method for \textbf{M}odel-based \textbf{O}ffline RL (SUMO) as an alternative. SUMO characterizes the uncertainty of synthetic samples by measuring their cross entropy against the in-distribution dataset samples, and uses an efficient search-based method for implementation. In this way, SUMO can achieve trustworthy uncertainty estimation. We integrate SUMO into several model-based offline RL algorithms including MOPO and Adapted MOReL (AMOReL), and provide theoretical analysis for them. Extensive experimental results on D4RL datasets demonstrate that SUMO can provide more accurate uncertainty estimation and boost the performance of base algorithms. These indicate that SUMO could be a better uncertainty estimator for model-based offline RL when used in either reward penalty or trajectory truncation. Our code is available and will be open-source for further research and development.

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ODRL: A Benchmark for Off-Dynamics Reinforcement Learning

We consider off-dynamics reinforcement learning (RL) where one needs to transfer policies across different domains with dynamics mismatch. Despite the focus on developing dynamics-aware algorithms, this field is hindered due to the lack of a standard benchmark. To bridge this gap, we introduce ODRL, the first benchmark tailored for evaluating off-dynamics RL methods. ODRL contains four experimental settings where the source and target domains can be either online or offline, and provides diverse tasks and a broad spectrum of dynamics shifts, making it a reliable platform to comprehensively evaluate the agent's adaptation ability to the target domain. Furthermore, ODRL includes recent off-dynamics RL algorithms in a unified framework and introduces some extra baselines for different settings, all implemented in a single-file manner. To unpack the true adaptation capability of existing methods, we conduct extensive benchmarking experiments, which show that no method has universal advantages across varied dynamics shifts. We hope this benchmark can serve as a cornerstone for future research endeavors. Our code is publicly available at https://github.com/OffDynamicsRL/off-dynamics-rl.

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A Large Language Model-Driven Reward Design Framework via Dynamic Feedback for Reinforcement Learning

Large Language Models (LLMs) have shown significant potential in designing reward functions for Reinforcement Learning (RL) tasks. However, obtaining high-quality reward code often involves human intervention, numerous LLM queries, or repetitive RL training. To address these issues, we propose CARD, a LLM-driven Reward Design framework that iteratively generates and improves reward function code. Specifically, CARD includes a Coder that generates and verifies the code, while a Evaluator provides dynamic feedback to guide the Coder in improving the code, eliminating the need for human feedback. In addition to process feedback and trajectory feedback, we introduce Trajectory Preference Evaluation (TPE), which evaluates the current reward function based on trajectory preferences. If the code fails the TPE, the Evaluator provides preference feedback, avoiding RL training at every iteration and making the reward function better aligned with the task objective. Empirical results on Meta-World and ManiSkill2 demonstrate that our method achieves an effective balance between task performance and token efficiency, outperforming or matching the baselines across all tasks. On 10 out of 12 tasks, CARD shows better or comparable performance to policies trained with expert-designed rewards, and our method even surpasses the oracle on 3 tasks.

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Understanding What Affects the Generalization Gap in Visual Reinforcement Learning: Theory and Empirical Evidence

Recently, there are many efforts attempting to learn useful policies for continuous control in visual reinforcement learning (RL). In this scenario, it is important to learn a generalizable policy, as the testing environment may differ from the training environment, e.g., there exist distractors during deployment. Many practical algorithms are proposed to handle this problem. However, to the best of our knowledge, none of them provide a theoretical understanding of what affects the generalization gap and why their proposed methods work. In this paper, we bridge this issue by theoretically answering the key factors that contribute to the generalization gap when the testing environment has distractors. Our theories indicate that minimizing the representation distance between training and testing environments, which aligns with human intuition, is the most critical for the benefit of reducing the generalization gap. Our theoretical results are supported by the empirical evidence in the DMControl Generalization Benchmark (DMC-GB).

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Mind the Model, Not the Agent: The Primacy Bias in Model-based RL

The primacy bias in model-free reinforcement learning (MFRL), which refers to the agent's tendency to overfit early data and lose the ability to learn from new data, can significantly decrease the performance of MFRL algorithms. Previous studies have shown that employing simple techniques, such as resetting the agent's parameters, can substantially alleviate the primacy bias in MFRL. However, the primacy bias in model-based reinforcement learning (MBRL) remains unexplored. In this work, we focus on investigating the primacy bias in MBRL. We begin by observing that resetting the agent's parameters harms its performance in the context of MBRL. We further find that the primacy bias in MBRL is more closely related to the primacy bias of the world model instead of the primacy bias of the agent. Based on this finding, we propose \textit{world model resetting}, a simple yet effective technique to alleviate the primacy bias in MBRL. We apply our method to two different MBRL algorithms, MBPO and DreamerV2. We validate the effectiveness of our method on multiple continuous control tasks on MuJoCo and DeepMind Control Suite, as well as discrete control tasks on Atari 100k benchmark. The experimental results show that \textit{world model resetting} can significantly alleviate the primacy bias in the model-based setting and improve the algorithm's performance. We also give a guide on how to perform \textit{world model resetting} effectively.

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A Two-stage Reinforcement Learning-based Approach for Multi-entity Task Allocation

Task allocation is a key combinatorial optimization problem, crucial for modern applications such as multi-robot cooperation and resource scheduling. Decision makers must allocate entities to tasks reasonably across different scenarios. However, traditional methods assume static attributes and numbers of tasks and entities, often relying on dynamic programming and heuristic algorithms for solutions. In reality, task allocation resembles Markov decision processes, with dynamically changing task and entity attributes. Thus, algorithms must dynamically allocate tasks based on their states. To address this issue, we propose a two-stage task allocation algorithm based on similarity, utilizing reinforcement learning to learn allocation strategies. The proposed pre-assign strategy allows entities to preselect appropriate tasks, effectively avoiding local optima and thereby better finding the optimal allocation. We also introduce an attention mechanism and a hyperparameter network structure to adapt to the changing number and attributes of entities and tasks, enabling our network structure to generalize to new tasks. Experimental results across multiple environments demonstrate that our algorithm effectively addresses the challenges of dynamic task allocation in practical applications. Compared to heuristic algorithms like genetic algorithms, our reinforcement learning approach better solves dynamic allocation problems and achieves zero-shot generalization to new tasks with good performance. The code is available at https://github.com/yk7333/TaskAllocation.

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World Models with Hints of Large Language Models for Goal Achieving

Reinforcement learning struggles in the face of long-horizon tasks and sparse goals due to the difficulty in manual reward specification. While existing methods address this by adding intrinsic rewards, they may fail to provide meaningful guidance in long-horizon decision-making tasks with large state and action spaces, lacking purposeful exploration. Inspired by human cognition, we propose a new multi-modal model-based RL approach named Dreaming with Large Language Models (DLLM). DLLM integrates the proposed hinting subgoals from the LLMs into the model rollouts to encourage goal discovery and reaching in challenging tasks. By assigning higher intrinsic rewards to samples that align with the hints outlined by the language model during model rollouts, DLLM guides the agent toward meaningful and efficient exploration. Extensive experiments demonstrate that the DLLM outperforms recent methods in various challenging, sparse-reward environments such as HomeGrid, Crafter, and Minecraft by 27.7\%, 21.1\%, and 9.9\%, respectively.

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PEARL: Zero-shot Cross-task Preference Alignment and Robust Reward Learning for Robotic Manipulation

In preference-based Reinforcement Learning (RL), obtaining a large number of preference labels are both time-consuming and costly. Furthermore, the queried human preferences cannot be utilized for the new tasks. In this paper, we propose Zero-shot Cross-task Preference Alignment and Robust Reward Learning (PEARL), which learns policies from cross-task preference transfer without any human labels of the target task. Our contributions include two novel components that facilitate the transfer and learning process. The first is Cross-task Preference Alignment (CPA), which transfers the preferences between tasks via optimal transport. The key idea of CPA is to use Gromov-Wasserstein distance to align the trajectories between tasks, and the solved optimal transport matrix serves as the correspondence between trajectories. The target task preferences are computed as the weighted sum of source task preference labels with the correspondence as weights. Moreover, to ensure robust learning from these transferred labels, we introduce Robust Reward Learning (RRL), which considers both reward mean and uncertainty by modeling rewards as Gaussian distributions. Empirical results on robotic manipulation tasks from Meta-World and Robomimic demonstrate that our method is capable of transferring preference labels across tasks accurately and then learns well-behaved policies. Notably, our approach significantly exceeds existing methods when there are few human preferences. The code and videos of our method are available at: https://sites.google.com/view/pearl-preference.

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Cross-Domain Policy Adaptation by Capturing Representation Mismatch

It is vital to learn effective policies that can be transferred to different domains with dynamics discrepancies in reinforcement learning (RL). In this paper, we consider dynamics adaptation settings where there exists dynamics mismatch between the source domain and the target domain, and one can get access to sufficient source domain data, while can only have limited interactions with the target domain. Existing methods address this problem by learning domain classifiers, performing data filtering from a value discrepancy perspective, etc. Instead, we tackle this challenge from a decoupled representation learning perspective. We perform representation learning only in the target domain and measure the representation deviations on the transitions from the source domain, which we show can be a signal of dynamics mismatch. We also show that representation deviation upper bounds performance difference of a given policy in the source domain and target domain, which motivates us to adopt representation deviation as a reward penalty. The produced representations are not involved in either policy or value function, but only serve as a reward penalizer. We conduct extensive experiments on environments with kinematic and morphology mismatch, and the results show that our method exhibits strong performance on many tasks. Our code is publicly available at https://github.com/dmksjfl/PAR.

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Exploration and Anti-Exploration with Distributional Random Network Distillation

Exploration remains a critical issue in deep reinforcement learning for an agent to attain high returns in unknown environments. Although the prevailing exploration Random Network Distillation (RND) algorithm has been demonstrated to be effective in numerous environments, it often needs more discriminative power in bonus allocation. This paper highlights the "bonus inconsistency" issue within RND, pinpointing its primary limitation. To address this issue, we introduce the Distributional RND (DRND), a derivative of the RND. DRND enhances the exploration process by distilling a distribution of random networks and implicitly incorporating pseudo counts to improve the precision of bonus allocation. This refinement encourages agents to engage in more extensive exploration. Our method effectively mitigates the inconsistency issue without introducing significant computational overhead. Both theoretical analysis and experimental results demonstrate the superiority of our approach over the original RND algorithm. Our method excels in challenging online exploration scenarios and effectively serves as an anti-exploration mechanism in D4RL offline tasks. Our code is publicly available at https://github.com/yk7333/DRND.

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Using Human Feedback to Fine-tune Diffusion Models without Any Reward Model

Using reinforcement learning with human feedback (RLHF) has shown significant promise in fine-tuning diffusion models. Previous methods start by training a reward model that aligns with human preferences, then leverage RL techniques to fine-tune the underlying models. However, crafting an efficient reward model demands extensive datasets, optimal architecture, and manual hyperparameter tuning, making the process both time and cost-intensive. The direct preference optimization (DPO) method, effective in fine-tuning large language models, eliminates the necessity for a reward model. However, the extensive GPU memory requirement of the diffusion model's denoising process hinders the direct application of the DPO method. To address this issue, we introduce the Direct Preference for Denoising Diffusion Policy Optimization (D3PO) method to directly fine-tune diffusion models. The theoretical analysis demonstrates that although D3PO omits training a reward model, it effectively functions as the optimal reward model trained using human feedback data to guide the learning process. This approach requires no training of a reward model, proving to be more direct, cost-effective, and minimizing computational overhead. In experiments, our method uses the relative scale of objectives as a proxy for human preference, delivering comparable results to methods using ground-truth rewards. Moreover, D3PO demonstrates the ability to reduce image distortion rates and generate safer images, overcoming challenges lacking robust reward models. Our code is publicly available at https://github.com/yk7333/D3PO.

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Mildly Conservative Q-Learning for Offline Reinforcement Learning

Offline reinforcement learning (RL) defines the task of learning from a static logged dataset without continually interacting with the environment. The distribution shift between the learned policy and the behavior policy makes it necessary for the value function to stay conservative such that out-of-distribution (OOD) actions will not be severely overestimated. However, existing approaches, penalizing the unseen actions or regularizing with the behavior policy, are too pessimistic, which suppresses the generalization of the value function and hinders the performance improvement. This paper explores mild but enough conservatism for offline learning while not harming generalization. We propose Mildly Conservative Q-learning (MCQ), where OOD actions are actively trained by assigning them proper pseudo Q values. We theoretically show that MCQ induces a policy that behaves at least as well as the behavior policy and no erroneous overestimation will occur for OOD actions. Experimental results on the D4RL benchmarks demonstrate that MCQ achieves remarkable performance compared with prior work. Furthermore, MCQ shows superior generalization ability when transferring from offline to online, and significantly outperforms baselines. Our code is publicly available at https://github.com/dmksjfl/MCQ.

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SEABO: A Simple Search-Based Method for Offline Imitation Learning

Offline reinforcement learning (RL) has attracted much attention due to its ability in learning from static offline datasets and eliminating the need of interacting with the environment. Nevertheless, the success of offline RL relies heavily on the offline transitions annotated with reward labels. In practice, we often need to hand-craft the reward function, which is sometimes difficult, labor-intensive, or inefficient. To tackle this challenge, we set our focus on the offline imitation learning (IL) setting, and aim at getting a reward function based on the expert data and unlabeled data. To that end, we propose a simple yet effective search-based offline IL method, tagged SEABO. SEABO allocates a larger reward to the transition that is close to its closest neighbor in the expert demonstration, and a smaller reward otherwise, all in an unsupervised learning manner. Experimental results on a variety of D4RL datasets indicate that SEABO can achieve competitive performance to offline RL algorithms with ground-truth rewards, given only a single expert trajectory, and can outperform prior reward learning and offline IL methods across many tasks. Moreover, we demonstrate that SEABO also works well if the expert demonstrations contain only observations. Our code is publicly available at https://github.com/dmksjfl/SEABO.

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Uncertainty-driven Trajectory Truncation for Data Augmentation in Offline Reinforcement Learning

Equipped with the trained environmental dynamics, model-based offline reinforcement learning (RL) algorithms can often successfully learn good policies from fixed-sized datasets, even some datasets with poor quality. Unfortunately, however, it can not be guaranteed that the generated samples from the trained dynamics model are reliable (e.g., some synthetic samples may lie outside of the support region of the static dataset). To address this issue, we propose Trajectory Truncation with Uncertainty (TATU), which adaptively truncates the synthetic trajectory if the accumulated uncertainty along the trajectory is too large. We theoretically show the performance bound of TATU to justify its benefits. To empirically show the advantages of TATU, we first combine it with two classical model-based offline RL algorithms, MOPO and COMBO. Furthermore, we integrate TATU with several off-the-shelf model-free offline RL algorithms, e.g., BCQ. Experimental results on the D4RL benchmark show that TATU significantly improves their performance, often by a large margin. Code is available here.

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Normalization Enhances Generalization in Visual Reinforcement Learning

Recent advances in visual reinforcement learning (RL) have led to impressive success in handling complex tasks. However, these methods have demonstrated limited generalization capability to visual disturbances, which poses a significant challenge for their real-world application and adaptability. Though normalization techniques have demonstrated huge success in supervised and unsupervised learning, their applications in visual RL are still scarce. In this paper, we explore the potential benefits of integrating normalization into visual RL methods with respect to generalization performance. We find that, perhaps surprisingly, incorporating suitable normalization techniques is sufficient to enhance the generalization capabilities, without any additional special design. We utilize the combination of two normalization techniques, CrossNorm and SelfNorm, for generalizable visual RL. Extensive experiments are conducted on DMControl Generalization Benchmark and CARLA to validate the effectiveness of our method. We show that our method significantly improves generalization capability while only marginally affecting sample efficiency. In particular, when integrated with DrQ-v2, our method enhances the test performance of DrQ-v2 on CARLA across various scenarios, from 14% of the training performance to 97%.

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Off-Policy RL Algorithms Can be Sample-Efficient for Continuous Control via Sample Multiple Reuse

Sample efficiency is one of the most critical issues for online reinforcement learning (RL). Existing methods achieve higher sample efficiency by adopting model-based methods, Q-ensemble, or better exploration mechanisms. We, instead, propose to train an off-policy RL agent via updating on a fixed sampled batch multiple times, thus reusing these samples and better exploiting them within a single optimization loop. We name our method sample multiple reuse (SMR). We theoretically show the properties of Q-learning with SMR, e.g., convergence. Furthermore, we incorporate SMR with off-the-shelf off-policy RL algorithms and conduct experiments on a variety of continuous control benchmarks. Empirical results show that SMR significantly boosts the sample efficiency of the base methods across most of the evaluated tasks without any hyperparameter tuning or additional tricks.

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State Advantage Weighting for Offline RL

We present state advantage weighting for offline reinforcement learning (RL). In contrast to action advantage $A(s,a)$ that we commonly adopt in QSA learning, we leverage state advantage $A(s,s^\prime)$ and QSS learning for offline RL, hence decoupling the action from values. We expect the agent can get to the high-reward state and the action is determined by how the agent can get to that corresponding state. Experiments on D4RL datasets show that our proposed method can achieve remarkable performance against the common baselines. Furthermore, our method shows good generalization capability when transferring from offline to online.

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