Searcharxiv⌕ Search

arXiv subjects

Shangtong Zhang

Publications and source records attributed to Shangtong Zhang.

At least 55 records · Page 3Linked to original sources

Group Fairness in Multi-Task Reinforcement Learning

This paper addresses a critical societal consideration in the application of Reinforcement Learning (RL): ensuring equitable outcomes across different demographic groups in multi-task settings. While previous work has explored fairness in single-task RL, many real-world applications are multi-task in nature and require policies to maintain fairness across all tasks. We introduce a novel formulation of multi-task group fairness in RL and propose a constrained optimization algorithm that explicitly enforces fairness constraints across multiple tasks simultaneously. We have shown that our proposed algorithm does not violate fairness constraints with high probability and with sublinear regret in the finite-horizon episodic setting. Through experiments in RiverSwim and MuJoCo environments, we demonstrate that our approach better ensures group fairness across multiple tasks compared to previous methods that lack explicit multi-task fairness constraints in both the finite-horizon setting and the infinite-horizon setting. Our results show that the proposed algorithm achieves smaller fairness gaps while maintaining comparable returns across different demographic groups and tasks, suggesting its potential for addressing fairness concerns in real-world multi-task RL applications.

cs.LG↗

Revisiting a Design Choice in Gradient Temporal Difference Learning

Off-policy learning enables a reinforcement learning (RL) agent to reason counterfactually about policies that are not executed and is one of the most important ideas in RL. It, however, can lead to instability when combined with function approximation and bootstrapping, two arguably indispensable ingredients for large-scale reinforcement learning. This is the notorious deadly triad. The seminal work Sutton et al. (2008) pioneers Gradient Temporal Difference learning (GTD) as the first solution to the deadly triad, which has enjoyed massive success thereafter. During the derivation of GTD, some intermediate algorithm, called $A^\top$TD, was invented but soon deemed inferior. In this paper, we revisit this $A^\top$TD and prove that a variant of $A^\top$TD, called $A_t^\top$TD, is also an effective solution to the deadly triad. Furthermore, this $A_t^\top$TD only needs one set of parameters and one learning rate. By contrast, GTD has two sets of parameters and two learning rates, making it hard to tune in practice. We provide asymptotic analysis for $A^\top_t$TD and finite sample analysis for a variant of $A^\top_t$TD that additionally involves a projection operator. The convergence rate of this variant is on par with the canonical on-policy temporal difference learning.

cs.LG↗

Transformers Can Learn Temporal Difference Methods for In-Context Reinforcement Learning

Traditionally, reinforcement learning (RL) agents learn to solve new tasks by updating their neural network parameters through interactions with the task environment. However, recent works demonstrate that some RL agents, after certain pretraining procedures, can learn to solve unseen new tasks without parameter updates, a phenomenon known as in-context reinforcement learning (ICRL). The empirical success of ICRL is widely attributed to the hypothesis that the forward pass of the pretrained agent neural network implements an RL algorithm. In this paper, we support this hypothesis by showing, both empirically and theoretically, that when a transformer is trained for policy evaluation tasks, it can discover and learn to implement temporal difference learning in its forward pass.

cs.LG↗

A Survey of In-Context Reinforcement Learning

Reinforcement learning (RL) agents typically optimize their policies by performing expensive backward passes to update their network parameters. However, some agents can solve new tasks without updating any parameters by simply conditioning on additional context such as their action-observation histories. This paper surveys work on such behavior, known as in-context reinforcement learning.

cs.LG↗

Global Optimality and Finite Sample Analysis of Softmax Off-Policy Actor Critic under State Distribution Mismatch

In this paper, we establish the global optimality and convergence rate of an off-policy actor critic algorithm in the tabular setting without using density ratio to correct the discrepancy between the state distribution of the behavior policy and that of the target policy. Our work goes beyond existing works on the optimality of policy gradient methods in that existing works use the exact policy gradient for updating the policy parameters while we use an approximate and stochastic update step. Our update step is not a gradient update because we do not use a density ratio to correct the state distribution, which aligns well with what practitioners do. Our update is approximate because we use a learned critic instead of the true value function. Our update is stochastic because at each step the update is done for only the current state action pair. Moreover, we remove several restrictive assumptions from existing works in our analysis. Central to our work is the finite sample analysis of a generic stochastic approximation algorithm with time-inhomogeneous update operators on time-inhomogeneous Markov chains, based on its uniform contraction properties.

cs.LG↗

Efficient Multi-Policy Evaluation for Reinforcement Learning

To unbiasedly evaluate multiple target policies, the dominant approach among RL practitioners is to run and evaluate each target policy separately. However, this evaluation method is far from efficient because samples are not shared across policies, and running target policies to evaluate themselves is actually not optimal. In this paper, we address these two weaknesses by designing a tailored behavior policy to reduce the variance of estimators across all target policies. Theoretically, we prove that executing this behavior policy with manyfold fewer samples outperforms on-policy evaluation on every target policy under characterized conditions. Empirically, we show our estimator has a substantially lower variance compared with previous best methods and achieves state-of-the-art performance in a broad range of environments.

cs.LG↗

CRASH: Challenging Reinforcement-Learning Based Adversarial Scenarios For Safety Hardening

Ensuring the safety of autonomous vehicles (AVs) requires identifying rare but critical failure cases that on-road testing alone cannot discover. High-fidelity simulations provide a scalable alternative, but automatically generating realistic and diverse traffic scenarios that can effectively stress test AV motion planners remains a key challenge. This paper introduces CRASH - Challenging Reinforcement-learning based Adversarial scenarios for Safety Hardening - an adversarial deep reinforcement learning framework to address this issue. First CRASH can control adversarial Non Player Character (NPC) agents in an AV simulator to automatically induce collisions with the Ego vehicle, falsifying its motion planner. We also propose a novel approach, that we term safety hardening, which iteratively refines the motion planner by simulating improvement scenarios against adversarial agents, leveraging the failure cases to strengthen the AV stack. CRASH is evaluated on a simplified two-lane highway scenario, demonstrating its ability to falsify both rule-based and learning-based planners with collision rates exceeding 90%. Additionally, safety hardening reduces the Ego vehicle's collision rate by 26%. While preliminary, these results highlight RL-based safety hardening as a promising approach for scenario-driven simulation testing for autonomous vehicles.

cs.LG↗

Almost Sure Convergence Rates and Concentration of Stochastic Approximation and Reinforcement Learning with Markovian Noise

This paper establishes the first almost sure convergence rate and the first maximal concentration bound with exponential tails for general contractive stochastic approximation algorithms with Markovian noise. As a corollary, we also obtain convergence rates in $L^p$. Key to our successes is a novel discretization of the mean ODE of stochastic approximation algorithms using intervals with diminishing (instead of constant) length. As applications, we provide the first almost sure convergence rate for $Q$-learning with Markovian samples without count-based learning rates. We also provide the first concentration bound for off-policy temporal difference learning with Markovian samples.

cs.LG↗

Breaking the Deadly Triad with a Target Network

The deadly triad refers to the instability of a reinforcement learning algorithm when it employs off-policy learning, function approximation, and bootstrapping simultaneously. In this paper, we investigate the target network as a tool for breaking the deadly triad, providing theoretical support for the conventional wisdom that a target network stabilizes training. We first propose and analyze a novel target network update rule which augments the commonly used Polyak-averaging style update with two projections. We then apply the target network and ridge regularization in several divergent algorithms and show their convergence to regularized TD fixed points. Those algorithms are off-policy with linear function approximation and bootstrapping, spanning both policy evaluation and control, as well as both discounted and average-reward settings. In particular, we provide the first convergent linear $Q$-learning algorithms under nonrestrictive and changing behavior policies without bi-level optimization.

cs.LG↗

AlphaStar Unplugged: Large-Scale Offline Reinforcement Learning

StarCraft II is one of the most challenging simulated reinforcement learning environments; it is partially observable, stochastic, multi-agent, and mastering StarCraft II requires strategic planning over long time horizons with real-time low-level execution. It also has an active professional competitive scene. StarCraft II is uniquely suited for advancing offline RL algorithms, both because of its challenging nature and because Blizzard has released a massive dataset of millions of StarCraft II games played by human players. This paper leverages that and establishes a benchmark, called AlphaStar Unplugged, introducing unprecedented challenges for offline reinforcement learning. We define a dataset (a subset of Blizzard's release), tools standardizing an API for machine learning methods, and an evaluation protocol. We also present baseline agents, including behavior cloning, offline variants of actor-critic and MuZero. We improve the state of the art of agents using only offline data, and we achieve 90% win rate against previously published AlphaStar behavior cloning agent.

cs.LG↗

On the Convergence of SARSA with Linear Function Approximation

SARSA, a classical on-policy control algorithm for reinforcement learning, is known to chatter when combined with linear function approximation: SARSA does not diverge but oscillates in a bounded region. However, little is known about how fast SARSA converges to that region and how large the region is. In this paper, we make progress towards this open problem by showing the convergence rate of projected SARSA to a bounded region. Importantly, the region is much smaller than the region that we project into, provided that the magnitude of the reward is not too large. Existing works regarding the convergence of linear SARSA to a fixed point all require the Lipschitz constant of SARSA's policy improvement operator to be sufficiently small; our analysis instead applies to arbitrary Lipschitz constants and thus characterizes the behavior of linear SARSA for a new regime.

cs.LG↗

Average-Reward Off-Policy Policy Evaluation with Function Approximation

We consider off-policy policy evaluation with function approximation (FA) in average-reward MDPs, where the goal is to estimate both the reward rate and the differential value function. For this problem, bootstrapping is necessary and, along with off-policy learning and FA, results in the deadly triad (Sutton & Barto, 2018). To address the deadly triad, we propose two novel algorithms, reproducing the celebrated success of Gradient TD algorithms in the average-reward setting. In terms of estimating the differential value function, the algorithms are the first convergent off-policy linear function approximation algorithms. In terms of estimating the reward rate, the algorithms are the first convergent off-policy linear function approximation algorithms that do not require estimating the density ratio. We demonstrate empirically the advantage of the proposed algorithms, as well as their nonlinear variants, over a competitive density-ratio-based approach, in a simple domain as well as challenging robot simulation tasks.

cs.LG↗

Truncated Emphatic Temporal Difference Methods for Prediction and Control

Emphatic Temporal Difference (TD) methods are a class of off-policy Reinforcement Learning (RL) methods involving the use of followon traces. Despite the theoretical success of emphatic TD methods in addressing the notorious deadly triad of off-policy RL, there are still two open problems. First, followon traces typically suffer from large variance, making them hard to use in practice. Second, though Yu (2015) confirms the asymptotic convergence of some emphatic TD methods for prediction problems, there is still no finite sample analysis for any emphatic TD method for prediction, much less control. In this paper, we address those two open problems simultaneously via using truncated followon traces in emphatic TD methods. Unlike the original followon traces, which depend on all previous history, truncated followon traces depend on only finite history, reducing variance and enabling the finite sample analysis of our proposed emphatic TD methods for both prediction and control.

cs.LG↗

Mean-Variance Policy Iteration for Risk-Averse Reinforcement Learning

We present a mean-variance policy iteration (MVPI) framework for risk-averse control in a discounted infinite horizon MDP optimizing the variance of a per-step reward random variable. MVPI enjoys great flexibility in that any policy evaluation method and risk-neutral control method can be dropped in for risk-averse control off the shelf, in both on- and off-policy settings. This flexibility reduces the gap between risk-neutral control and risk-averse control and is achieved by working on a novel augmented MDP directly. We propose risk-averse TD3 as an example instantiating MVPI, which outperforms vanilla TD3 and many previous risk-averse control methods in challenging Mujoco robot simulation tasks under a risk-aware performance metric. This risk-averse TD3 is the first to introduce deterministic policies and off-policy learning into risk-averse reinforcement learning, both of which are key to the performance boost we show in Mujoco domains.

cs.LG↗

A Deeper Look at Discounting Mismatch in Actor-Critic Algorithms

We investigate the discounting mismatch in actor-critic algorithm implementations from a representation learning perspective. Theoretically, actor-critic algorithms usually have discounting for both actor and critic, i.e., there is a $γ^t$ term in the actor update for the transition observed at time $t$ in a trajectory and the critic is a discounted value function. Practitioners, however, usually ignore the discounting ($γ^t$) for the actor while using a discounted critic. We investigate this mismatch in two scenarios. In the first scenario, we consider optimizing an undiscounted objective $(γ= 1)$ where $γ^t$ disappears naturally $(1^t = 1)$. We then propose to interpret the discounting in critic in terms of a bias-variance-representation trade-off and provide supporting empirical results. In the second scenario, we consider optimizing a discounted objective ($γ< 1$) and propose to interpret the omission of the discounting in the actor update from an auxiliary task perspective and provide supporting empirical results.

cs.LG↗

Learning Expected Emphatic Traces for Deep RL

Off-policy sampling and experience replay are key for improving sample efficiency and scaling model-free temporal difference learning methods. When combined with function approximation, such as neural networks, this combination is known as the deadly triad and is potentially unstable. Recently, it has been shown that stability and good performance at scale can be achieved by combining emphatic weightings and multi-step updates. This approach, however, is generally limited to sampling complete trajectories in order, to compute the required emphatic weighting. In this paper we investigate how to combine emphatic weightings with non-sequential, off-line data sampled from a replay buffer. We develop a multi-step emphatic weighting that can be combined with replay, and a time-reversed $n$-step TD learning algorithm to learn the required emphatic weighting. We show that these state weightings reduce variance compared with prior approaches, while providing convergence guarantees. We tested the approach at scale on Atari 2600 video games, and observed that the new X-ETD($n$) agent improved over baseline agents, highlighting both the scalability and broad applicability of our approach.

cs.LG↗

GradientDICE: Rethinking Generalized Offline Estimation of Stationary Values

We present GradientDICE for estimating the density ratio between the state distribution of the target policy and the sampling distribution in off-policy reinforcement learning. GradientDICE fixes several problems of GenDICE (Zhang et al., 2020), the state-of-the-art for estimating such density ratios. Namely, the optimization problem in GenDICE is not a convex-concave saddle-point problem once nonlinearity in optimization variable parameterization is introduced to ensure positivity, so any primal-dual algorithm is not guaranteed to converge or find the desired solution. However, such nonlinearity is essential to ensure the consistency of GenDICE even with a tabular representation. This is a fundamental contradiction, resulting from GenDICE's original formulation of the optimization problem. In GradientDICE, we optimize a different objective from GenDICE by using the Perron-Frobenius theorem and eliminating GenDICE's use of divergence. Consequently, nonlinearity in parameterization is not necessary for GradientDICE, which is provably convergent under linear function approximation.

cs.LG↗

Provably Convergent Two-Timescale Off-Policy Actor-Critic with Function Approximation

We present the first provably convergent two-timescale off-policy actor-critic algorithm (COF-PAC) with function approximation. Key to COF-PAC is the introduction of a new critic, the emphasis critic, which is trained via Gradient Emphasis Learning (GEM), a novel combination of the key ideas of Gradient Temporal Difference Learning and Emphatic Temporal Difference Learning. With the help of the emphasis critic and the canonical value function critic, we show convergence for COF-PAC, where the critics are linear and the actor can be nonlinear.

cs.LG↗