Searcharxiv⌕ Search

arXiv subjects

Pablo Samuel Castro

Publications and source records attributed to Pablo Samuel Castro.

At least 37 records · Page 2Linked to original sources

Optimistic critics can empower small actors

Actor-critic methods have been central to many of the recent advances in deep reinforcement learning. The most common approach is to use symmetric architectures, whereby both actor and critic have the same network topology and number of parameters. However, recent works have argued for the advantages of asymmetric setups, specifically with the use of smaller actors. We perform broad empirical investigations and analyses to better understand the implications of this and find that, in general, smaller actors result in performance degradation and overfit critics. Our analyses suggest poor data collection, due to value underestimation, as one of the main causes for this behavior, and further highlight the crucial role the critic can play in alleviating this pathology. We explore techniques to mitigate the observed value underestimation, which enables further research in asymmetric actor-critic methods.

cs.LG↗

A Survey of State Representation Learning for Deep Reinforcement Learning

Representation learning methods are an important tool for addressing the challenges posed by complex observations spaces in sequential decision making problems. Recently, many methods have used a wide variety of types of approaches for learning meaningful state representations in reinforcement learning, allowing better sample efficiency, generalization, and performance. This survey aims to provide a broad categorization of these methods within a model-free online setting, exploring how they tackle the learning of state representations differently. We categorize the methods into six main classes, detailing their mechanisms, benefits, and limitations. Through this taxonomy, our aim is to enhance the understanding of this field and provide a guide for new researchers. We also discuss techniques for assessing the quality of representations, and detail relevant future directions.

cs.LG↗

Adaptive Accompaniment with ReaLchords

Jamming requires coordination, anticipation, and collaborative creativity between musicians. Current generative models of music produce expressive output but are not able to generate in an \emph{online} manner, meaning simultaneously with other musicians (human or otherwise). We propose ReaLchords, an online generative model for improvising chord accompaniment to user melody. We start with an online model pretrained by maximum likelihood, and use reinforcement learning to finetune the model for online use. The finetuning objective leverages both a novel reward model that provides feedback on both harmonic and temporal coherency between melody and chord, and a divergence term that implements a novel type of distillation from a teacher model that can see the future melody. Through quantitative experiments and listening tests, we demonstrate that the resulting model adapts well to unfamiliar input and produce fitting accompaniment. ReaLchords opens the door to live jamming, as well as simultaneous co-creation in other modalities.

cs.SD↗

The Courage to Stop: Overcoming Sunk Cost Fallacy in Deep Reinforcement Learning

Off-policy deep reinforcement learning (RL) typically leverages replay buffers for reusing past experiences during learning. This can help improve sample efficiency when the collected data is informative and aligned with the learning objectives; when that is not the case, it can have the effect of "polluting" the replay buffer with data which can exacerbate optimization challenges in addition to wasting environment interactions due to wasteful sampling. We argue that sampling these uninformative and wasteful transitions can be avoided by addressing the sunk cost fallacy, which, in the context of deep RL, is the tendency towards continuing an episode until termination. To address this, we propose learn to stop (LEAST), a lightweight mechanism that enables strategic early episode termination based on Q-value and gradient statistics, which helps agents recognize when to terminate unproductive episodes early. We demonstrate that our method improves learning efficiency on a variety of RL algorithms, evaluated on both the MuJoCo and DeepMind Control Suite benchmarks.

cs.LG↗

The Impact of On-Policy Parallelized Data Collection on Deep Reinforcement Learning Networks

The use of parallel actors for data collection has been an effective technique used in reinforcement learning (RL) algorithms. The manner in which data is collected in these algorithms, controlled via the number of parallel environments and the rollout length, induces a form of bias-variance trade-off; the number of training passes over the collected data, on the other hand, must strike a balance between sample efficiency and overfitting. We conduct an empirical analysis of these trade-offs on PPO, one of the most popular RL algorithms that uses parallel actors, and establish connections to network plasticity and, more generally, optimization stability. We examine its impact on network architectures, as well as the hyper-parameter sensitivity when scaling data. Our analyses indicate that larger dataset sizes can increase final performance across a variety of settings, and that scaling parallel environments is more effective than increasing rollout lengths. These findings highlight the critical role of data collection strategies in improving agent performance.

cs.LG↗

Mitigating Plasticity Loss in Continual Reinforcement Learning by Reducing Churn

Plasticity, or the ability of an agent to adapt to new tasks, environments, or distributions, is crucial for continual learning. In this paper, we study the loss of plasticity in deep continual RL from the lens of churn: network output variability for out-of-batch data induced by mini-batch training. We demonstrate that (1) the loss of plasticity is accompanied by the exacerbation of churn due to the gradual rank decrease of the Neural Tangent Kernel (NTK) matrix; (2) reducing churn helps prevent rank collapse and adjusts the step size of regular RL gradients adaptively. Moreover, we introduce Continual Churn Approximated Reduction (C-CHAIN) and demonstrate it improves learning performance and outperforms baselines in a diverse range of continual learning environments on OpenAI Gym Control, ProcGen, DeepMind Control Suite, and MinAtar benchmarks.

cs.LG↗

Continual Learning in Vision-Language Models via Aligned Model Merging

Continual learning is conventionally tackled through sequential fine-tuning, a process that, while enabling adaptation, inherently favors plasticity over the stability needed to retain prior knowledge. While existing approaches attempt to mitigate catastrophic forgetting, a bias towards recent tasks persists as they build upon this sequential nature. In this work we present a new perspective based on model merging to maintain stability while still retaining plasticity. Rather than just sequentially updating the model weights, we propose merging newly trained task parameters with previously learned ones, promoting a better balance. To maximize the effectiveness of the merging process, we propose a simple mechanism that promotes learning aligned weights with previous ones, thereby avoiding interference when merging. We evaluate this approach on large Vision-Language Models (VLMs), and demonstrate its effectiveness in reducing forgetting, increasing robustness to various task orders and similarities, and improving generalization.

cs.CV↗

Studying the Interplay Between the Actor and Critic Representations in Reinforcement Learning

Extracting relevant information from a stream of high-dimensional observations is a central challenge for deep reinforcement learning agents. Actor-critic algorithms add further complexity to this challenge, as it is often unclear whether the same information will be relevant to both the actor and the critic. To this end, we here explore the principles that underlie effective representations for the actor and for the critic in on-policy algorithms. We focus our study on understanding whether the actor and critic will benefit from separate, rather than shared, representations. Our primary finding is that when separated, the representations for the actor and critic systematically specialise in extracting different types of information from the environment -- the actor's representation tends to focus on action-relevant information, while the critic's representation specialises in encoding value and dynamics information. We conduct a rigourous empirical study to understand how different representation learning approaches affect the actor and critic's specialisations and their downstream performance, in terms of sample efficiency and generation capabilities. Finally, we discover that a separated critic plays an important role in exploration and data collection during training. Our code, trained models and data are accessible at https://github.com/francelico/deac-rep.

cs.LG↗

Multi-Task Reinforcement Learning Enables Parameter Scaling

Multi-task reinforcement learning (MTRL) aims to endow a single agent with the ability to perform well on multiple tasks. Recent works have focused on developing novel sophisticated architectures to improve performance, often resulting in larger models; it is unclear, however, whether the performance gains are a consequence of the architecture design itself or the extra parameters. We argue that gains are mostly due to scale by demonstrating that naively scaling up a simple MTRL baseline to match parameter counts outperforms the more sophisticated architectures, and these gains benefit most from scaling the critic over the actor. Additionally, we explore the training stability advantages that come with task diversity, demonstrating that increasing the number of tasks can help mitigate plasticity loss. Our findings suggest that MTRL's simultaneous training across multiple tasks provides a natural framework for beneficial parameter scaling in reinforcement learning, challenging the need for complex architectural innovations.

cs.LG↗

Don't flatten, tokenize! Unlocking the key to SoftMoE's efficacy in deep RL

The use of deep neural networks in reinforcement learning (RL) often suffers from performance degradation as model size increases. While soft mixtures of experts (SoftMoEs) have recently shown promise in mitigating this issue for online RL, the reasons behind their effectiveness remain largely unknown. In this work we provide an in-depth analysis identifying the key factors driving this performance gain. We discover the surprising result that tokenizing the encoder output, rather than the use of multiple experts, is what is behind the efficacy of SoftMoEs. Indeed, we demonstrate that even with an appropriately scaled single expert, we are able to maintain the performance gains, largely thanks to tokenization.

cs.LG↗

On the consistency of hyper-parameter selection in value-based deep reinforcement learning

Deep reinforcement learning (deep RL) has achieved tremendous success on various domains through a combination of algorithmic design and careful selection of hyper-parameters. Algorithmic improvements are often the result of iterative enhancements built upon prior approaches, while hyper-parameter choices are typically inherited from previous methods or fine-tuned specifically for the proposed technique. Despite their crucial impact on performance, hyper-parameter choices are frequently overshadowed by algorithmic advancements. This paper conducts an extensive empirical study focusing on the reliability of hyper-parameter selection for value-based deep reinforcement learning agents, including the introduction of a new score to quantify the consistency and reliability of various hyper-parameters. Our findings not only help establish which hyper-parameters are most critical to tune, but also help clarify which tunings remain consistent across different training regimes.

cs.LG↗

CALE: Continuous Arcade Learning Environment

We introduce the Continuous Arcade Learning Environment (CALE), an extension of the well-known Arcade Learning Environment (ALE) [Bellemare et al., 2013]. The CALE uses the same underlying emulator of the Atari 2600 gaming system (Stella), but adds support for continuous actions. This enables the benchmarking and evaluation of continuous-control agents (such as PPO [Schulman et al., 2017] and SAC [Haarnoja et al., 2018]) and value-based agents (such as DQN [Mnih et al., 2015] and Rainbow [Hessel et al., 2018]) on the same environment suite. We provide a series of open questions and research directions that CALE enables, as well as initial baseline results using Soft Actor-Critic. CALE is available as part of the ALE athttps://github.com/Farama-Foundation/Arcade-Learning-Environment.

cs.LG↗

NAVIX: Scaling MiniGrid Environments with JAX

As Deep Reinforcement Learning (Deep RL) research moves towards solving large-scale worlds, efficient environment simulations become crucial for rapid experimentation. However, most existing environments struggle to scale to high throughput, setting back meaningful progress. Interactions are typically computed on the CPU, limiting training speed and throughput, due to slower computation and communication overhead when distributing the task across multiple machines. Ultimately, Deep RL training is CPU-bound, and developing batched, fast, and scalable environments has become a frontier for progress. Among the most used Reinforcement Learning (RL) environments, MiniGrid is at the foundation of several studies on exploration, curriculum learning, representation learning, diversity, meta-learning, credit assignment, and language-conditioned RL, and still suffers from the limitations described above. In this work, we introduce NAVIX, a re-implementation of MiniGrid in JAX. NAVIX achieves over 200 000x speed improvements in batch mode, supporting up to 2048 agents in parallel on a single Nvidia A100 80 GB. This reduces experiment times from one week to 15 minutes, promoting faster design iterations and more scalable RL model development.

cs.LG↗

Mixtures of Experts Unlock Parameter Scaling for Deep RL

The recent rapid progress in (self) supervised learning models is in large part predicted by empirical scaling laws: a model's performance scales proportionally to its size. Analogous scaling laws remain elusive for reinforcement learning domains, however, where increasing the parameter count of a model often hurts its final performance. In this paper, we demonstrate that incorporating Mixture-of-Expert (MoE) modules, and in particular Soft MoEs (Puigcerver et al., 2023), into value-based networks results in more parameter-scalable models, evidenced by substantial performance increases across a variety of training regimes and model sizes. This work thus provides strong empirical evidence towards developing scaling laws for reinforcement learning.

cs.LG↗

Mixture of Experts in a Mixture of RL settings

Mixtures of Experts (MoEs) have gained prominence in (self-)supervised learning due to their enhanced inference efficiency, adaptability to distributed training, and modularity. Previous research has illustrated that MoEs can significantly boost Deep Reinforcement Learning (DRL) performance by expanding the network's parameter count while reducing dormant neurons, thereby enhancing the model's learning capacity and ability to deal with non-stationarity. In this work, we shed more light on MoEs' ability to deal with non-stationarity and investigate MoEs in DRL settings with "amplified" non-stationarity via multi-task training, providing further evidence that MoEs improve learning capacity. In contrast to previous work, our multi-task results allow us to better understand the underlying causes for the beneficial effect of MoE in DRL training, the impact of the various MoE components, and insights into how best to incorporate them in actor-critic-based DRL networks. Finally, we also confirm results from previous work.

cs.LG↗

In value-based deep reinforcement learning, a pruned network is a good network

Recent work has shown that deep reinforcement learning agents have difficulty in effectively using their network parameters. We leverage prior insights into the advantages of sparse training techniques and demonstrate that gradual magnitude pruning enables value-based agents to maximize parameter effectiveness. This results in networks that yield dramatic performance improvements over traditional networks, using only a small fraction of the full network parameters.

cs.LG↗

Stop Regressing: Training Value Functions via Classification for Scalable Deep RL

Value functions are a central component of deep reinforcement learning (RL). These functions, parameterized by neural networks, are trained using a mean squared error regression objective to match bootstrapped target values. However, scaling value-based RL methods that use regression to large networks, such as high-capacity Transformers, has proven challenging. This difficulty is in stark contrast to supervised learning: by leveraging a cross-entropy classification loss, supervised methods have scaled reliably to massive networks. Observing this discrepancy, in this paper, we investigate whether the scalability of deep RL can also be improved simply by using classification in place of regression for training value functions. We demonstrate that value functions trained with categorical cross-entropy significantly improves performance and scalability in a variety of domains. These include: single-task RL on Atari 2600 games with SoftMoEs, multi-task RL on Atari with large-scale ResNets, robotic manipulation with Q-transformers, playing Chess without search, and a language-agent Wordle task with high-capacity Transformers, achieving state-of-the-art results on these domains. Through careful analysis, we show that the benefits of categorical cross-entropy primarily stem from its ability to mitigate issues inherent to value-based RL, such as noisy targets and non-stationarity. Overall, we argue that a simple shift to training value functions with categorical cross-entropy can yield substantial improvements in the scalability of deep RL at little-to-no cost.

cs.LG↗

A density estimation perspective on learning from pairwise human preferences

Learning from human feedback (LHF) -- and in particular learning from pairwise preferences -- has recently become a crucial ingredient in training large language models (LLMs), and has been the subject of much research. Most recent works frame it as a reinforcement learning problem, where a reward function is learned from pairwise preference data and the LLM is treated as a policy which is adapted to maximize the rewards, often under additional regularization constraints. We propose an alternative interpretation which centers on the generative process for pairwise preferences and treats LHF as a density estimation problem. We provide theoretical and empirical results showing that for a family of generative processes defined via preference behavior distribution equations, training a reward function on pairwise preferences effectively models an annotator's implicit preference distribution. Finally, we discuss and present findings on "annotator misspecification" -- failure cases where wrong modeling assumptions are made about annotator behavior, resulting in poorly-adapted models -- suggesting that approaches that learn from pairwise human preferences could have trouble learning from a population of annotators with diverse viewpoints.

cs.LG↗