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Martha White

Publications and source records attributed to Martha White.

At least 19 recordsLinked to original sources

Dynamics Models for Offline Hyperparameter Selection in Real-World RL

A key obstacle to deploying reinforcement learning in real-world systems is hyperparameter selection, particularly when simulators are unavailable and online experimentation is costly. Prior work has proposed calibration models trained on offline data to approximate environment dynamics and enable offline hyperparameter selection, but these methods have so far been evaluated only in simple simulated settings. In this paper, we present the first application of calibration models in a real-world industrial setting: a municipal water treatment plant. We evaluate several calibration model approaches, including a k-nearest neighbors model with a Laplacian distance metric, on high-dimensional, non-stationary sensor data for nexting prediction tasks. Our results show that these models can generate realistic long-horizon rollouts and recover meaningful hyperparameter sensitivity trends. We further examine how calibration models scale to year-long datasets, how they support the selection of fine-tuning learning rates for pre-trained agents, and how robust they are under distribution shift. Overall, our findings provide a proof of concept for using offline dynamics models to support RL deployment in real-world environments, while highlighting important practical challenges for future work.

cs.LG

Foundations of Reinforcement Learning and Control:Connections and New Perspectives

Reinforcement learning and control theory are two adjacent scientific fields that focus on optimizing the controller of unknown dynamical systems using feedback. While both fields have common roots in dynamic programming, they have evolved with distinct methodologies, goals, and cultures. Despite decades of mutual influence, a significant gap persists between the two communities. This tutorial introduces adaptive control, actor-critic reinforcement algorithms, and a new way to combine these two paradigms for data-driven decision making on a classical locomotion control problem. Our aim is to provide a foundation for understanding the core differences between the two approaches and insights to help experts in each field better understand and engage with the tools and approaches of the other.

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Endpoint Replay: Compressing the Recency Buffer in Deep Reinforcement Learning

Experience replay remains one of the most practical and useful algorithmic tools in the deep reinforcement learning (DRL) toolbox. Aside from the limited success of prioritized replay and specialized approaches for large asynchronous systems, most DRL algorithms make use of a large, uniformly sampled recency buffer---even the size, one million, remains unchanged. Could we store less data, reduce redundancy, or more effectively chain experience together to speed up value propagation and still retain the performance of large buffers? In this paper, we investigate a simple compression approach that stores representative transitions derived from the end-points of a chain of connected $n$-step sequences. By curating these end-points in a smaller recency buffer, our method maintains an effective memory horizon comparable to a standard large buffer while requiring an order of magnitude less storage. Through empirical evaluation, we demonstrate that this approach prevents the systematic bias inherent in naive compression strategies and matches the performance of traditional large buffers in the Pinball environment and the Atari 2600 benchmark.

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Deconstructing Actor-Critic: A Large-scale Empirical Study of Design Components for Practitioners

Reinforcement learning is increasingly being considered for controlling real-world systems, from fusion plasma and autonomous vehicles to drug discovery and drinking water treatment, where reliability is essential and tuning budgets are limited. Actor-critic algorithms share a set of design decisions, such as how the policy is updated, how it represents the distribution over actions, how its gradient is estimated, and how often it is updated relative to the value estimator. Using a control task derived from a real water treatment plant, we analyze over 33,000 experiments to determine how these components affect variability across runs and sensitivity to hyperparameters. Common defaults, such as Gaussian action distributions with pathwise gradient estimators, are among the least reliable configurations, whereas bounded distributions with adaptive update schedules remain robust across a wide range of settings. These findings offer empirical guidance to practitioners across scientific and engineering domains for understanding and making component-level decisions when adapting actor-critic methods to new real-world control settings.

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Accelerating Q-learning through Efficient Value-Sharing across Actions

Action values are foundational to many control algorithms such as Q-learning. Therefore, efficient action-value learning is central to reinforcement learning (RL). However, learning them can be slow, requiring many updates to move values from their initialization, typically near zero, to their true values, which may be far from zero. Moreover, action-value learning algorithms typically update each state-action pair independently, without learning a value that is common to all actions within a state. In this paper, we address these inefficiencies by introducing the mean-expansion layer, which accelerates action-value learning by sharing values across actions within a state and by changing the problem from directly learning potentially large action-values to learning a lower-norm representation of them. In deep RL, this layer can be applied as a parameter-free addition to Q-network architectures without altering the underlying algorithm. Applied to deep Q-networks and implicit quantile networks, it improves aggregate performance across 57 Atari 2600 games while increasing action gaps and dramatically reducing value overestimation.

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Position: RL Researchers Need to Distinguish Between Solving Simulators and Using Simulators as a Proxy

One goal in reinforcement learning (RL) research is to understand general-purpose sequential decision-making, using benchmark simulators as a proxy for learning in deployment settings. When running experiments, however, the goal of achieving high performance in the simulator can mutate into focusing exclusively on solving the simulator. To achieve high scores, researchers may adopt solutions exclusively meant for solving simulators, rather than learning while the agent is deployed outside a simulator. Solving simulators is also worthy of investigation, but it is a fundamentally different RL research question. In this paper, we argue that RL researchers need to distinguish between two use cases of simulators: solving simulators and using simulators as a proxy for learning in deployment. We first discuss how these two use-cases are importantly different, in terms of constraints on how the agent can use the simulator, which algorithms are appropriate, and which evaluation metrics are appropriate. We then highlight several issues and misleading conclusions that can occur by not making the distinction between these two settings clear, supported with examples and simple experiments. This work is a call to the community to begin clearly distinguishing how they are using simulators in their work, hopefully sparking further discussion on which empirical practices work best in each setting.

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Measure-to-measure Regression with Transformers

Many learning problems require predicting how populations evolve under an unknown transformation. A natural representation for such populations is a probability measure, with point clouds as a key example. In this work, we study the measure-to-measure (M2M) regression problem, in which one seeks to learn a map between probability measures from a finite collection of observed input-output pairs. In contrast to classical regression, where individual samples are transformed independently, M2M regression treats entire distributions as the data points. This perspective is vital in certain scientific applications, for example, cellular and molecular biology, where cells are known to evolve not as independent data points but as a collection. However, few existing approaches address the problem of M2M regression with sufficient expressivity and scalability. We present a formalization of nonlinear M2M regression and introduce two easy-to-use, expressive, and scalable approaches to learn such operators: transformers as static M2M maps and transformers as dynamic M2M velocity fields. Our approach leverages the natural measure-dependent and mean-field structure of transformers to learn nonlinear M2M maps on the space of probability distributions. We illustrate the effectiveness of our proposed method to generalize to unseen measures on synthetic experiments, interacting particle systems, and a large-scale patient-derived organoid dataset for predicting treatment response in colorectal cancer.

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Addressing Terminal Constraints in Data-Driven Demand Response Scheduling

Electrified chemical processes are incentivized by exposure to time-varying electricity markets to operate flexibly, but participating in demand response schemes can require satisfying terminal constraints over long horizons. Specifically, terminal constraints may be required when computing optimal schedules in order to preserve dynamic stability. Model-based optimization methods are computationally costly, and data-driven scheduling via reinforcement learning (RL) faces severe credit-assignment challenges. We integrate Goal-Space Planning (GSP) with Deep Deterministic Policy Gradient (DDPG), using learned temporally abstract models over discrete subgoals to propagate value across extended horizons. Using a simulated air separation benchmark, we demonstrate the proposed approach improves sample efficiency over standard DDPG while satisfying terminal storage constraints, mitigating myopic control behavior.

eess.SY

Revisiting Mixture Policies in Entropy-Regularized Actor-Critic

Mixture policies theoretically offer greater flexibility than unimodal policies in continuous action reinforcement learning, but the practical benefits of this complexity remain elusive. Mixture policies are notably absent from most state-of-the-art algorithms, raising a fundamental question: Is the added representational overhead useful? We show that increased flexibility can theoretically enhance solution quality and entropy robustness. Yet standard algorithms like SAC do not leverage these advantages. A core issue is the lack of a low-variance reparameterization trick for mixtures, a luxury Gaussian policies enjoy. We propose a marginalized reparameterization (MRP) estimator to address this, proving it offers lower variance than the standard likelihood-ratio (LR) approach. Our experiments across Gym MuJoCo, DeepMind Control Suite, and MetaWorld show that MRP mixture policies significantly outperform their LR ones, and reach parity (sometimes better) with Gaussian counterparts. In addition, we do find several cases where MRP mixture policies exhibit clear empirical advantages. In this paper, we provide a clearer understanding of the trade-offs involved, elevating MRP mixture policies from theoretical curiosity to a practical tool.

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Investigating Action Encodings in Recurrent Neural Networks in Reinforcement Learning

Building and maintaining state to learn policies and value functions is critical for deploying reinforcement learning (RL) agents in the real world. Recurrent neural networks (RNNs) have become a key point of interest for the state-building problem, and several large-scale reinforcement learning agents incorporate recurrent networks. While RNNs have become a mainstay in many RL applications, many key design choices and implementation details responsible for performance improvements are often not reported. In this work, we discuss one axis on which RNN architectures can be (and have been) modified for use in RL. Specifically, we look at how action information can be incorporated into the state update function of a recurrent cell. We discuss several choices in using action information and empirically evaluate the resulting architectures on a set of illustrative domains. Finally, we discuss future work in developing recurrent cells and discuss challenges specific to the RL setting.

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Forager: a lightweight testbed for continual learning with partial observability in RL

In continual reinforcement learning (CRL), good performance requires never-ending learning, acting, and exploration in a big, partially observable world. Most CRL experiments have focused on loss of plasticity -- the inability to keep learning -- in one-off experiments where some unobservable non-stationarity is added to classic fully observable MDPs. Further, these experiments rarely consider the role of partial observability and the importance of CRL agents that use memory or recurrence. One potential reason for this focus on mitigating loss of plasticity without considering partial observability is that many partially-observable CRL environments are prohibitively expensive. In this paper, we introduce Forager, a light-weight partially-observable CRL environment with a constant memory footprint. We provide a set of experiments and sample tasks demonstrating that Forager is challenging for current CRL agents and yet also allows for in-depth study of those agents. We demonstrate that agents exhibit loss of plasticity, proposed mitigations can help, but that most useful is to leverage state construction. We conclude with a variant of Forager that generates an unending stream of new tasks to learn that clearly highlights the limitations of current CRL agents.

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Regularized Latent Dynamics Prediction is a Strong Baseline For Behavioral Foundation Models

Behavioral Foundation Models (BFMs) produce agents with the capability to adapt to any unknown reward or task. These methods, however, are only able to produce near-optimal policies for the reward functions that are in the span of some pre-existing state features, making the choice of state features crucial to the expressivity of the BFM. As a result, BFMs are trained using a variety of complex objectives and require sufficient dataset coverage, to train task-useful spanning features. In this work, we examine the question: are these complex representation learning objectives necessary for zero-shot RL? Specifically, we revisit the objective of self-supervised next-state prediction in latent space for state feature learning, but observe that such an objective alone is prone to increasing state-feature similarity, and subsequently reducing span. We propose an approach, Regularized Latent Dynamics Prediction (RLDP), that adds a simple orthogonality regularization to maintain feature diversity and can match or surpass state-of-the-art complex representation learning methods for zero-shot RL. Furthermore, we empirically show that prior approaches perform poorly in low-coverage scenarios where RLDP still succeeds.

cs.AI

Gradient Iterated Temporal-Difference Learning

Temporal-difference (TD) learning is highly effective at controlling and evaluating an agent's long-term outcomes. Most approaches in this paradigm implement a semi-gradient update to boost the learning speed, which consists of ignoring the gradient of the bootstrapped estimate. While popular, this type of update is prone to divergence, as Baird's counterexample illustrates. Gradient TD methods were introduced to overcome this issue, but have not been widely used, potentially due to issues with learning speed compared to semi-gradient methods. Recently, iterated TD learning was developed to increase the learning speed of TD methods. For that, it learns a sequence of action-value functions in parallel, where each function is optimized to represent the application of the Bellman operator over the previous function in the sequence. While promising, this algorithm can be unstable due to its semi-gradient nature, as each function tracks a moving target. In this work, we modify iterated TD learning by computing the gradients over those moving targets, aiming to build a powerful gradient TD method that competes with semi-gradient methods. Our evaluation reveals that this algorithm, called Gradient Iterated Temporal-Difference learning, has a competitive learning speed against semi-gradient methods across various benchmarks, including Atari games, a result that no prior work on gradient TD methods has demonstrated.

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Value Bonuses using Ensemble Errors for Exploration in Reinforcement Learning

Optimistic value estimates provide one mechanism for directed exploration in reinforcement learning (RL). The agent acts greedily with respect to an estimate of the value plus what can be seen as a value bonus. The value bonus can be learned by estimating a value function on reward bonuses, propagating local uncertainties around rewards. However, this approach only increases the value bonus for an action retroactively, after seeing a higher reward bonus from that state and action. Such an approach does not encourage the agent to visit a state and action for the first time. In this work, we introduce an algorithm for exploration called Value Bonuses with Ensemble errors (VBE), that maintains an ensemble of random action-value functions (RQFs). VBE uses the errors in the estimation of these RQFs to design value bonuses that provide first-visit optimism and deep exploration. The key idea is to design the rewards for these RQFs in such a way that the value bonus can decrease to zero. We show that VBE outperforms Bootstrap DQN and two reward bonus approaches (RND and ACB) on several classic environments used to test exploration and provide demonstrative experiments that it can scale easily to more complex environments like Atari.

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Symmetric Behavior Regularized Policy Optimization

Behavior Regularized Policy Optimization (BRPO) leverages asymmetric divergence regularization to mitigate distribution shift in offline reinforcement learning. This paper is the first to study the open question of symmetric BRPO. Using didactic examples, we show that symmetric regularization can outperform asymmetric regularization in addressing one-sided bias, near-boundary policy updates, and projection geometry consistency. However, symmetric divergences do not fit BRPO naturally: they do not permit a closed-form solution when used as regularizers, and can lead to numerical instability when used as optimization objectives. We first introduce a universal BRPO framework using an infinite series of Pearson-Vajda divergences to represent any $f$-divergence, which includes both symmetric and asymmetric divergences. We use a finite-series approximation to obtain the following results for symmetric BRPO: (1) a closed-form optimal policy expression; (2) a numerically stable optimization surrogate; and (3) a tight upper bound on the approximation quality. On the D4RL benchmark and in didactic examples, we show that the proposed method achieves consistently strong results and is robust to the number of terms in the approximation.

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An Analysis of Action-Value Temporal-Difference Methods That Learn State Values

The hallmark feature of temporal-difference (TD) learning is bootstrapping: using value predictions to generate new value predictions. The vast majority of TD methods for control learn a policy by bootstrapping from a single action-value function (e.g., Q-learning and Sarsa). Significantly less attention has been given to methods that bootstrap from two asymmetric value functions: i.e., methods that learn state values as an intermediate step in learning action values. Existing algorithms in this vein can be categorized as either QV-learning or AV-learning. Though these algorithms have been investigated to some degree in prior work, it remains unclear if and when it is advantageous to learn two value functions instead of just one -- and whether such approaches are theoretically sound in general. In this paper, we analyze these algorithmic families in terms of convergence and sample efficiency. We find that while both families are more efficient than Expected Sarsa in the prediction setting, only AV-learning methods offer any major benefit over Q-learning in the control setting. Finally, we introduce a new AV-learning algorithm called Regularized Dueling Q-learning (RDQ), which significantly outperforms Dueling DQN in the MinAtar benchmark.

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Deep Reinforcement Learning with Gradient Eligibility Traces

Achieving fast and stable off-policy learning in deep reinforcement learning (RL) is challenging. Most existing methods rely on semi-gradient temporal-difference (TD) methods for their simplicity and efficiency, but are consequently susceptible to divergence. While more principled approaches like Gradient TD (GTD) methods have strong convergence guarantees, they have rarely been used in deep RL. Recent work introduced the generalized Projected Bellman Error ($\overline{\text{PBE}}$), enabling GTD methods to work efficiently with nonlinear function approximation. However, this work is limited to one-step methods, which are slow at credit assignment and require a large number of samples. In this paper, we extend the generalized $\overline{\text{PBE}}$ objective to support multistep credit assignment based on the $\lambda$-return and derive three gradient-based methods that optimize this new objective. We provide both a forward-view formulation compatible with experience replay and a backward-view formulation compatible with streaming algorithms. Finally, we evaluate the proposed algorithms and show that they outperform both PPO and StreamQ in MuJoCo and MinAtar environments, respectively. Code available at https://github.com/esraaelelimy/gtd\_algos

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Deep Double Q-learning

Double Q-learning is a classical control algorithm that mitigates the maximization bias of Q-learning. To do so, it explicitly trains two independent action-value functions and uses them to decouple action-selection and action-evaluation when computing bootstrap targets. Double DQN adapts target bootstrap decoupling to deep reinforcement learning (RL), but explicitly trains only a single action-value function and does not fully decouple its estimators. Consequently, the two estimators remain correlated, and overestimation persists. In this paper, we introduce Deep Double Q-learning (DDQL), a deep RL algorithm that explicitly trains two Q-functions through Double Q-learning. DDQL stabilizes training through a combination of techniques, including lower replay ratios, longer target network update intervals, and shared layers. Across 57 Atari 2600 games, DDQL improves aggregate performance over Double DQN, outperforming it on 47 games while further reducing overestimation. In addition, we study key design choices when adapting Double Q-learning to deep RL, including the network architecture, replay ratio, and minibatch sampling strategies.

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