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SubscribeA Mixture of Surprises for Unsupervised Reinforcement Learning
Unsupervised reinforcement learning aims at learning a generalist policy in a reward-free manner for fast adaptation to downstream tasks. Most of the existing methods propose to provide an intrinsic reward based on surprise. Maximizing or minimizing surprise drives the agent to either explore or gain control over its environment. However, both strategies rely on a strong assumption: the entropy of the environment's dynamics is either high or low. This assumption may not always hold in real-world scenarios, where the entropy of the environment's dynamics may be unknown. Hence, choosing between the two objectives is a dilemma. We propose a novel yet simple mixture of policies to address this concern, allowing us to optimize an objective that simultaneously maximizes and minimizes the surprise. Concretely, we train one mixture component whose objective is to maximize the surprise and another whose objective is to minimize the surprise. Hence, our method does not make assumptions about the entropy of the environment's dynamics. We call our method a Mixture Of SurpriseS (MOSS) for unsupervised reinforcement learning. Experimental results show that our simple method achieves state-of-the-art performance on the URLB benchmark, outperforming previous pure surprise maximization-based objectives. Our code is available at: https://github.com/LeapLabTHU/MOSS.
Efficient Diffusion Transformer Policies with Mixture of Expert Denoisers for Multitask Learning
Diffusion Policies have become widely used in Imitation Learning, offering several appealing properties, such as generating multimodal and discontinuous behavior. As models are becoming larger to capture more complex capabilities, their computational demands increase, as shown by recent scaling laws. Therefore, continuing with the current architectures will present a computational roadblock. To address this gap, we propose Mixture-of-Denoising Experts (MoDE) as a novel policy for Imitation Learning. MoDE surpasses current state-of-the-art Transformer-based Diffusion Policies while enabling parameter-efficient scaling through sparse experts and noise-conditioned routing, reducing both active parameters by 40% and inference costs by 90% via expert caching. Our architecture combines this efficient scaling with noise-conditioned self-attention mechanism, enabling more effective denoising across different noise levels. MoDE achieves state-of-the-art performance on 134 tasks in four established imitation learning benchmarks (CALVIN and LIBERO). Notably, by pretraining MoDE on diverse robotics data, we achieve 4.01 on CALVIN ABC and 0.95 on LIBERO-90. It surpasses both CNN-based and Transformer Diffusion Policies by an average of 57% across 4 benchmarks, while using 90% fewer FLOPs and fewer active parameters compared to default Diffusion Transformer architectures. Furthermore, we conduct comprehensive ablations on MoDE's components, providing insights for designing efficient and scalable Transformer architectures for Diffusion Policies. Code and demonstrations are available at https://mbreuss.github.io/MoDE_Diffusion_Policy/.
SMOSE: Sparse Mixture of Shallow Experts for Interpretable Reinforcement Learning in Continuous Control Tasks
Continuous control tasks often involve high-dimensional, dynamic, and non-linear environments. State-of-the-art performance in these tasks is achieved through complex closed-box policies that are effective, but suffer from an inherent opacity. Interpretable policies, while generally underperforming compared to their closed-box counterparts, advantageously facilitate transparent decision-making within automated systems. Hence, their usage is often essential for diagnosing and mitigating errors, supporting ethical and legal accountability, and fostering trust among stakeholders. In this paper, we propose SMOSE, a novel method to train sparsely activated interpretable controllers, based on a top-1 Mixture-of-Experts architecture. SMOSE combines a set of interpretable decisionmakers, trained to be experts in different basic skills, and an interpretable router that assigns tasks among the experts. The training is carried out via state-of-the-art Reinforcement Learning algorithms, exploiting load-balancing techniques to ensure fair expert usage. We then distill decision trees from the weights of the router, significantly improving the ease of interpretation. We evaluate SMOSE on six benchmark environments from MuJoCo: our method outperforms recent interpretable baselines and narrows the gap with noninterpretable state-of-the-art algorithms
Efficient Residual Learning with Mixture-of-Experts for Universal Dexterous Grasping
Universal dexterous grasping across diverse objects presents a fundamental yet formidable challenge in robot learning. Existing approaches using reinforcement learning (RL) to develop policies on extensive object datasets face critical limitations, including complex curriculum design for multi-task learning and limited generalization to unseen objects. To overcome these challenges, we introduce ResDex, a novel approach that integrates residual policy learning with a mixture-of-experts (MoE) framework. ResDex is distinguished by its use of geometry-unaware base policies that are efficiently acquired on individual objects and capable of generalizing across a wide range of unseen objects. Our MoE framework incorporates several base policies to facilitate diverse grasping styles suitable for various objects. By learning residual actions alongside weights that combine these base policies, ResDex enables efficient multi-task RL for universal dexterous grasping. ResDex achieves state-of-the-art performance on the DexGraspNet dataset comprising 3,200 objects with an 88.8% success rate. It exhibits no generalization gap with unseen objects and demonstrates superior training efficiency, mastering all tasks within only 12 hours on a single GPU.
Probabilistic Mixture-of-Experts for Efficient Deep Reinforcement Learning
Deep reinforcement learning (DRL) has successfully solved various problems recently, typically with a unimodal policy representation. However, grasping distinguishable skills for some tasks with non-unique optima can be essential for further improving its learning efficiency and performance, which may lead to a multimodal policy represented as a mixture-of-experts (MOE). To our best knowledge, present DRL algorithms for general utility do not deploy this method as policy function approximators due to the potential challenge in its differentiability for policy learning. In this work, we propose a probabilistic mixture-of-experts (PMOE) implemented with a Gaussian mixture model (GMM) for multimodal policy, together with a novel gradient estimator for the indifferentiability problem, which can be applied in generic off-policy and on-policy DRL algorithms using stochastic policies, e.g., Soft Actor-Critic (SAC) and Proximal Policy Optimisation (PPO). Experimental results testify the advantage of our method over unimodal polices and two different MOE methods, as well as a method of option frameworks, based on the above two types of DRL algorithms, on six MuJoCo tasks. Different gradient estimations for GMM like the reparameterisation trick (Gumbel-Softmax) and the score-ratio trick are also compared with our method. We further empirically demonstrate the distinguishable primitives learned with PMOE and show the benefits of our method in terms of exploration.
Read-ME: Refactorizing LLMs as Router-Decoupled Mixture of Experts with System Co-Design
The proliferation of large language models (LLMs) has led to the adoption of Mixture-of-Experts (MoE) architectures that dynamically leverage specialized subnetworks for improved efficiency and performance. Despite their benefits, MoE models face significant challenges during inference, including inefficient memory management and suboptimal batching, due to misaligned design choices between the model architecture and the system policies. Furthermore, the conventional approach of training MoEs from scratch is increasingly prohibitive in terms of cost. In this paper, we propose a novel framework Read-ME that transforms pre-trained dense LLMs into smaller MoE models (in contrast to "upcycling" generalist MoEs), avoiding the high costs of ground-up training. Our approach employs activation sparsity to extract experts. To compose experts, we examine the widely-adopted layer-wise router design and show its redundancy, and thus we introduce the pre-gating router decoupled from the MoE backbone that facilitates system-friendly pre-computing and lookahead scheduling, enhancing expert-aware batching and caching. Our codesign therefore addresses critical gaps on both the algorithmic and system fronts, establishing a scalable and efficient alternative for LLM inference in resource-constrained settings. Read-ME outperforms other popular open-source dense models of similar scales, achieving improvements of up to 10.1% on MMLU, and improving mean end-to-end latency up to 6.1%. Codes are available at: https://github.com/VITA-Group/READ-ME.
Information Maximizing Curriculum: A Curriculum-Based Approach for Imitating Diverse Skills
Imitation learning uses data for training policies to solve complex tasks. However, when the training data is collected from human demonstrators, it often leads to multimodal distributions because of the variability in human actions. Most imitation learning methods rely on a maximum likelihood (ML) objective to learn a parameterized policy, but this can result in suboptimal or unsafe behavior due to the mode-averaging property of the ML objective. In this work, we propose Information Maximizing Curriculum, a curriculum-based approach that assigns a weight to each data point and encourages the model to specialize in the data it can represent, effectively mitigating the mode-averaging problem by allowing the model to ignore data from modes it cannot represent. To cover all modes and thus, enable diverse behavior, we extend our approach to a mixture of experts (MoE) policy, where each mixture component selects its own subset of the training data for learning. A novel, maximum entropy-based objective is proposed to achieve full coverage of the dataset, thereby enabling the policy to encompass all modes within the data distribution. We demonstrate the effectiveness of our approach on complex simulated control tasks using diverse human demonstrations, achieving superior performance compared to state-of-the-art methods.
Near-optimal Conservative Exploration in Reinforcement Learning under Episode-wise Constraints
This paper investigates conservative exploration in reinforcement learning where the performance of the learning agent is guaranteed to be above a certain threshold throughout the learning process. It focuses on the tabular episodic Markov Decision Process (MDP) setting that has finite states and actions. With the knowledge of an existing safe baseline policy, an algorithm termed as StepMix is proposed to balance the exploitation and exploration while ensuring that the conservative constraint is never violated in each episode with high probability. StepMix features a unique design of a mixture policy that adaptively and smoothly interpolates between the baseline policy and the optimistic policy. Theoretical analysis shows that StepMix achieves near-optimal regret order as in the constraint-free setting, indicating that obeying the stringent episode-wise conservative constraint does not compromise the learning performance. Besides, a randomization-based EpsMix algorithm is also proposed and shown to achieve the same performance as StepMix. The algorithm design and theoretical analysis are further extended to the setting where the baseline policy is not given a priori but must be learned from an offline dataset, and it is proved that similar conservative guarantee and regret can be achieved if the offline dataset is sufficiently large. Experiment results corroborate the theoretical analysis and demonstrate the effectiveness of the proposed conservative exploration strategies.
Merge, Then Compress: Demystify Efficient SMoE with Hints from Its Routing Policy
Sparsely activated Mixture-of-Experts (SMoE) has shown promise to scale up the learning capacity of neural networks, however, they have issues like (a) High Memory Usage, due to duplication of the network layers into multiple copies as experts; and (b) Redundancy in Experts, as common learning-based routing policies suffer from representational collapse. Therefore, vanilla SMoE models are memory inefficient and non-scalable, especially for resource-constrained downstream scenarios. In this paper, we ask: Can we craft a compact SMoE model by consolidating expert information? What is the best recipe to merge multiple experts into fewer but more knowledgeable experts? Our pilot investigation reveals that conventional model merging methods fail to be effective in such expert merging for SMoE. The potential reasons are: (1) redundant information overshadows critical experts; (2) appropriate neuron permutation for each expert is missing to bring all of them in alignment. To address this, we propose M-SMoE, which leverages routing statistics to guide expert merging. Specifically, it starts with neuron permutation alignment for experts; then, dominant experts and their "group members" are formed; lastly, every expert group is merged into a single expert by utilizing each expert's activation frequency as their weight for merging, thus diminishing the impact of insignificant experts. Moreover, we observed that our proposed merging promotes a low dimensionality in the merged expert's weight space, naturally paving the way for additional compression. Hence, our final method, MC-SMoE (i.e., Merge, then Compress SMoE), further decomposes the merged experts into low-rank and structural sparse alternatives. Extensive experiments across 8 benchmarks validate the effectiveness of MC-SMoE. For instance, our MC-SMoE achieves up to 80% memory and a 20% FLOPs reduction, with virtually no loss in performance.
Optimistic Planning by Regularized Dynamic Programming
We propose a new method for optimistic planning in infinite-horizon discounted Markov decision processes based on the idea of adding regularization to the updates of an otherwise standard approximate value iteration procedure. This technique allows us to avoid contraction and monotonicity arguments typically required by existing analyses of approximate dynamic programming methods, and in particular to use approximate transition functions estimated via least-squares procedures in MDPs with linear function approximation. We use our method to recover known guarantees in tabular MDPs and to provide a computationally efficient algorithm for learning near-optimal policies in discounted linear mixture MDPs from a single stream of experience, and show it achieves near-optimal statistical guarantees.
Offline Reinforcement Learning with Closed-Form Policy Improvement Operators
Behavior constrained policy optimization has been demonstrated to be a successful paradigm for tackling Offline Reinforcement Learning. By exploiting historical transitions, a policy is trained to maximize a learned value function while constrained by the behavior policy to avoid a significant distributional shift. In this paper, we propose our closed-form policy improvement operators. We make a novel observation that the behavior constraint naturally motivates the use of first-order Taylor approximation, leading to a linear approximation of the policy objective. Additionally, as practical datasets are usually collected by heterogeneous policies, we model the behavior policies as a Gaussian Mixture and overcome the induced optimization difficulties by leveraging the LogSumExp's lower bound and Jensen's Inequality, giving rise to a closed-form policy improvement operator. We instantiate offline RL algorithms with our novel policy improvement operators and empirically demonstrate their effectiveness over state-of-the-art algorithms on the standard D4RL benchmark. Our code is available at https://cfpi-icml23.github.io/.
SMORE: Score Models for Offline Goal-Conditioned Reinforcement Learning
Offline Goal-Conditioned Reinforcement Learning (GCRL) is tasked with learning to achieve multiple goals in an environment purely from offline datasets using sparse reward functions. Offline GCRL is pivotal for developing generalist agents capable of leveraging pre-existing datasets to learn diverse and reusable skills without hand-engineering reward functions. However, contemporary approaches to GCRL based on supervised learning and contrastive learning are often suboptimal in the offline setting. An alternative perspective on GCRL optimizes for occupancy matching, but necessitates learning a discriminator, which subsequently serves as a pseudo-reward for downstream RL. Inaccuracies in the learned discriminator can cascade, negatively influencing the resulting policy. We present a novel approach to GCRL under a new lens of mixture-distribution matching, leading to our discriminator-free method: SMORe. The key insight is combining the occupancy matching perspective of GCRL with a convex dual formulation to derive a learning objective that can better leverage suboptimal offline data. SMORe learns scores or unnormalized densities representing the importance of taking an action at a state for reaching a particular goal. SMORe is principled and our extensive experiments on the fully offline GCRL benchmark composed of robot manipulation and locomotion tasks, including high-dimensional observations, show that SMORe can outperform state-of-the-art baselines by a significant margin.
Hardness of Independent Learning and Sparse Equilibrium Computation in Markov Games
We consider the problem of decentralized multi-agent reinforcement learning in Markov games. A fundamental question is whether there exist algorithms that, when adopted by all agents and run independently in a decentralized fashion, lead to no-regret for each player, analogous to celebrated convergence results in normal-form games. While recent work has shown that such algorithms exist for restricted settings (notably, when regret is defined with respect to deviations to Markovian policies), the question of whether independent no-regret learning can be achieved in the standard Markov game framework was open. We provide a decisive negative resolution this problem, both from a computational and statistical perspective. We show that: - Under the widely-believed assumption that PPAD-hard problems cannot be solved in polynomial time, there is no polynomial-time algorithm that attains no-regret in general-sum Markov games when executed independently by all players, even when the game is known to the algorithm designer and the number of players is a small constant. - When the game is unknown, no algorithm, regardless of computational efficiency, can achieve no-regret without observing a number of episodes that is exponential in the number of players. Perhaps surprisingly, our lower bounds hold even for seemingly easier setting in which all agents are controlled by a a centralized algorithm. They are proven via lower bounds for a simpler problem we refer to as SparseCCE, in which the goal is to compute a coarse correlated equilibrium that is sparse in the sense that it can be represented as a mixture of a small number of product policies. The crux of our approach is a novel application of aggregation techniques from online learning, whereby we show that any algorithm for the SparseCCE problem can be used to compute approximate Nash equilibria for non-zero sum normal-form games.
SIMPLEMIX: Frustratingly Simple Mixing of Off- and On-policy Data in Language Model Preference Learning
Aligning language models with human preferences relies on pairwise preference datasets. While some studies suggest that on-policy data consistently outperforms off -policy data for preference learning, others indicate that the advantages of on-policy data may be task-dependent, highlighting the need for a systematic exploration of their interplay. In this work, we show that on-policy and off-policy data offer complementary strengths in preference optimization: on-policy data is particularly effective for reasoning tasks like math and coding, while off-policy data performs better on open-ended tasks such as creative writing and making personal recommendations. Guided by these findings, we introduce SIMPLEMIX, an approach to combine the complementary strengths of on-policy and off-policy preference learning by simply mixing these two data sources. Our empirical results across diverse tasks and benchmarks demonstrate that SIMPLEMIX substantially improves language model alignment. Specifically, SIMPLEMIX improves upon on-policy DPO and off-policy DPO by an average of 6.03% on Alpaca Eval 2.0. Moreover, it outperforms prior approaches that are much more complex in combining on- and off-policy data, such as HyPO and DPO-Mix-P, by an average of 3.05%.
Chance-Constrained Gaussian Mixture Steering to a Terminal Gaussian Distribution
We address the problem of finite-horizon control of a discrete-time linear system, where the initial state distribution follows a Gaussian mixture model, the terminal state must follow a specified Gaussian distribution, and the state and control inputs must obey chance constraints. We show that, throughout the time horizon, the state and control distributions are fully characterized by Gaussian mixtures. We then formulate the cost, distributional terminal constraint, and affine/2-norm chance constraints on the state and control, as convex functions of the decision variables. This is leveraged to formulate the chance-constrained path planning problem as a single convex optimization problem. A numerical example demonstrates the effectiveness of the proposed method.
Learning Mixtures of Markov Chains and MDPs
We present an algorithm for learning mixtures of Markov chains and Markov decision processes (MDPs) from short unlabeled trajectories. Specifically, our method handles mixtures of Markov chains with optional control input by going through a multi-step process, involving (1) a subspace estimation step, (2) spectral clustering of trajectories using "pairwise distance estimators," along with refinement using the EM algorithm, (3) a model estimation step, and (4) a classification step for predicting labels of new trajectories. We provide end-to-end performance guarantees, where we only explicitly require the length of trajectories to be linear in the number of states and the number of trajectories to be linear in a mixing time parameter. Experimental results support these guarantees, where we attain 96.6% average accuracy on a mixture of two MDPs in gridworld, outperforming the EM algorithm with random initialization (73.2% average accuracy).
Sparse Diffusion Policy: A Sparse, Reusable, and Flexible Policy for Robot Learning
The increasing complexity of tasks in robotics demands efficient strategies for multitask and continual learning. Traditional models typically rely on a universal policy for all tasks, facing challenges such as high computational costs and catastrophic forgetting when learning new tasks. To address these issues, we introduce a sparse, reusable, and flexible policy, Sparse Diffusion Policy (SDP). By adopting Mixture of Experts (MoE) within a transformer-based diffusion policy, SDP selectively activates experts and skills, enabling efficient and task-specific learning without retraining the entire model. SDP not only reduces the burden of active parameters but also facilitates the seamless integration and reuse of experts across various tasks. Extensive experiments on diverse tasks in both simulations and real world show that SDP 1) excels in multitask scenarios with negligible increases in active parameters, 2) prevents forgetting in continual learning of new tasks, and 3) enables efficient task transfer, offering a promising solution for advanced robotic applications. Demos and codes can be found in https://forrest-110.github.io/sparse_diffusion_policy/.
PAC-Bayesian Offline Contextual Bandits With Guarantees
This paper introduces a new principled approach for off-policy learning in contextual bandits. Unlike previous work, our approach does not derive learning principles from intractable or loose bounds. We analyse the problem through the PAC-Bayesian lens, interpreting policies as mixtures of decision rules. This allows us to propose novel generalization bounds and provide tractable algorithms to optimize them. We prove that the derived bounds are tighter than their competitors, and can be optimized directly to confidently improve upon the logging policy offline. Our approach learns policies with guarantees, uses all available data and does not require tuning additional hyperparameters on held-out sets. We demonstrate through extensive experiments the effectiveness of our approach in providing performance guarantees in practical scenarios.
MiCRo: Mixture Modeling and Context-aware Routing for Personalized Preference Learning
Reward modeling is a key step in building safe foundation models when applying reinforcement learning from human feedback (RLHF) to align Large Language Models (LLMs). However, reward modeling based on the Bradley-Terry (BT) model assumes a global reward function, failing to capture the inherently diverse and heterogeneous human preferences. Hence, such oversimplification limits LLMs from supporting personalization and pluralistic alignment. Theoretically, we show that when human preferences follow a mixture distribution of diverse subgroups, a single BT model has an irreducible error. While existing solutions, such as multi-objective learning with fine-grained annotations, help address this issue, they are costly and constrained by predefined attributes, failing to fully capture the richness of human values. In this work, we introduce MiCRo, a two-stage framework that enhances personalized preference learning by leveraging large-scale binary preference datasets without requiring explicit fine-grained annotations. In the first stage, MiCRo introduces context-aware mixture modeling approach to capture diverse human preferences. In the second stage, MiCRo integrates an online routing strategy that dynamically adapts mixture weights based on specific context to resolve ambiguity, allowing for efficient and scalable preference adaptation with minimal additional supervision. Experiments on multiple preference datasets demonstrate that MiCRo effectively captures diverse human preferences and significantly improves downstream personalization.
Distributional Offline Policy Evaluation with Predictive Error Guarantees
We study the problem of estimating the distribution of the return of a policy using an offline dataset that is not generated from the policy, i.e., distributional offline policy evaluation (OPE). We propose an algorithm called Fitted Likelihood Estimation (FLE), which conducts a sequence of Maximum Likelihood Estimation (MLE) and has the flexibility of integrating any state-of-the-art probabilistic generative models as long as it can be trained via MLE. FLE can be used for both finite-horizon and infinite-horizon discounted settings where rewards can be multi-dimensional vectors. Our theoretical results show that for both finite-horizon and infinite-horizon discounted settings, FLE can learn distributions that are close to the ground truth under total variation distance and Wasserstein distance, respectively. Our theoretical results hold under the conditions that the offline data covers the test policy's traces and that the supervised learning MLE procedures succeed. Experimentally, we demonstrate the performance of FLE with two generative models, Gaussian mixture models and diffusion models. For the multi-dimensional reward setting, FLE with diffusion models is capable of estimating the complicated distribution of the return of a test policy.
Distributional MIPLIB: a Multi-Domain Library for Advancing ML-Guided MILP Methods
Mixed Integer Linear Programming (MILP) is a fundamental tool for modeling combinatorial optimization problems. Recently, a growing body of research has used machine learning to accelerate MILP solving. Despite the increasing popularity of this approach, there is a lack of a common repository that provides distributions of similar MILP instances across different domains, at different hardness levels, with standardized test sets. In this paper, we introduce Distributional MIPLIB, a multi-domain library of problem distributions for advancing ML-guided MILP methods. We curate MILP distributions from existing work in this area as well as real-world problems that have not been used, and classify them into different hardness levels. It will facilitate research in this area by enabling comprehensive evaluation on diverse and realistic domains. We empirically illustrate the benefits of using Distributional MIPLIB as a research vehicle in two ways. We evaluate the performance of ML-guided variable branching on previously unused distributions to identify potential areas for improvement. Moreover, we propose to learn branching policies from a mix of distributions, demonstrating that mixed distributions achieve better performance compared to homogeneous distributions when there is limited data and generalize well to larger instances. The dataset is publicly available at https://sites.google.com/usc.edu/distributional-miplib/home.
Free Agent in Agent-Based Mixture-of-Experts Generative AI Framework
Multi-agent systems commonly distribute tasks among specialized, autonomous agents, yet they often lack mechanisms to replace or reassign underperforming agents in real time. Inspired by the free-agency model of Major League Baseball, the Reinforcement Learning Free Agent (RLFA) algorithm introduces a reward-based mechanism to detect and remove agents exhibiting persistent underperformance and seamlessly insert more capable ones. Each agent internally uses a mixture-of-experts (MoE) approach, delegating incoming tasks to specialized sub-models under the guidance of a gating function. A primary use case is fraud detection, where RLFA promptly swaps out an agent whose detection accuracy dips below a preset threshold. A new agent is tested in a probationary mode, and upon demonstrating superior performance, fully replaces the underperformer. This dynamic, free-agency cycle ensures sustained accuracy, quicker adaptation to emerging threats, and minimal disruption to ongoing operations. By continually refreshing its roster of agents, the system fosters ongoing improvements and more resilient collaboration in multi-agent Generative AI environments.
Optimal Sample Complexity for Average Reward Markov Decision Processes
We resolve the open question regarding the sample complexity of policy learning for maximizing the long-run average reward associated with a uniformly ergodic Markov decision process (MDP), assuming a generative model. In this context, the existing literature provides a sample complexity upper bound of widetilde O(|S||A|t_{mix}^2 epsilon^{-2}) and a lower bound of Omega(|S||A|t_{mix} epsilon^{-2}). In these expressions, |S| and |A| denote the cardinalities of the state and action spaces respectively, t_{mix} serves as a uniform upper limit for the total variation mixing times, and epsilon signifies the error tolerance. Therefore, a notable gap of t_{mix} still remains to be bridged. Our primary contribution is the development of an estimator for the optimal policy of average reward MDPs with a sample complexity of widetilde O(|S||A|t_{mix}epsilon^{-2}). This marks the first algorithm and analysis to reach the literature's lower bound. Our new algorithm draws inspiration from ideas in Li et al. (2020), Jin and Sidford (2021), and Wang et al. (2023). Additionally, we conduct numerical experiments to validate our theoretical findings.
Optimal Horizon-Free Reward-Free Exploration for Linear Mixture MDPs
We study reward-free reinforcement learning (RL) with linear function approximation, where the agent works in two phases: (1) in the exploration phase, the agent interacts with the environment but cannot access the reward; and (2) in the planning phase, the agent is given a reward function and is expected to find a near-optimal policy based on samples collected in the exploration phase. The sample complexities of existing reward-free algorithms have a polynomial dependence on the planning horizon, which makes them intractable for long planning horizon RL problems. In this paper, we propose a new reward-free algorithm for learning linear mixture Markov decision processes (MDPs), where the transition probability can be parameterized as a linear combination of known feature mappings. At the core of our algorithm is uncertainty-weighted value-targeted regression with exploration-driven pseudo-reward and a high-order moment estimator for the aleatoric and epistemic uncertainties. When the total reward is bounded by 1, we show that our algorithm only needs to explore tilde O( d^2varepsilon^{-2}) episodes to find an varepsilon-optimal policy, where d is the dimension of the feature mapping. The sample complexity of our algorithm only has a polylogarithmic dependence on the planning horizon and therefore is ``horizon-free''. In addition, we provide an Omega(d^2varepsilon^{-2}) sample complexity lower bound, which matches the sample complexity of our algorithm up to logarithmic factors, suggesting that our algorithm is optimal.
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.
MoD: A Distribution-Based Approach for Merging Large Language Models
Large language models (LLMs) have enabled the development of numerous specialized, task-specific variants. However, the maintenance and deployment of these individual models present substantial challenges in terms of resource utilization and operational efficiency. In this work, we propose the Mixture of Distributions (MoD) framework, a novel approach for merging LLMs that operates directly on their output probability distributions, rather than on model weights. Unlike traditional weight-averaging methods, MoD effectively preserves the specialized capabilities of individual models while enabling efficient knowledge sharing across tasks. Through extensive experimentation on mathematical reasoning benchmarks using Qwen2.5 models, we demonstrate that MoD significantly outperforms existing model merging techniques across multiple benchmarks. All code, data, and experimental materials are published at https://github.com/knovel-eng/mod.
Is Conditional Generative Modeling all you need for Decision-Making?
Recent improvements in conditional generative modeling have made it possible to generate high-quality images from language descriptions alone. We investigate whether these methods can directly address the problem of sequential decision-making. We view decision-making not through the lens of reinforcement learning (RL), but rather through conditional generative modeling. To our surprise, we find that our formulation leads to policies that can outperform existing offline RL approaches across standard benchmarks. By modeling a policy as a return-conditional diffusion model, we illustrate how we may circumvent the need for dynamic programming and subsequently eliminate many of the complexities that come with traditional offline RL. We further demonstrate the advantages of modeling policies as conditional diffusion models by considering two other conditioning variables: constraints and skills. Conditioning on a single constraint or skill during training leads to behaviors at test-time that can satisfy several constraints together or demonstrate a composition of skills. Our results illustrate that conditional generative modeling is a powerful tool for decision-making.
Mixture of experts models for multilevel data: modelling framework and approximation theory
Multilevel data are prevalent in many real-world applications. However, it remains an open research problem to identify and justify a class of models that flexibly capture a wide range of multilevel data. Motivated by the versatility of the mixture of experts (MoE) models in fitting regression data, in this article we extend upon the MoE and study a class of mixed MoE (MMoE) models for multilevel data. Under some regularity conditions, we prove that the MMoE is dense in the space of any continuous mixed effects models in the sense of weak convergence. As a result, the MMoE has a potential to accurately resemble almost all characteristics inherited in multilevel data, including the marginal distributions, dependence structures, regression links, random intercepts and random slopes. In a particular case where the multilevel data is hierarchical, we further show that a nested version of the MMoE universally approximates a broad range of dependence structures of the random effects among different factor levels.
Winner Takes It All: Training Performant RL Populations for Combinatorial Optimization
Applying reinforcement learning (RL) to combinatorial optimization problems is attractive as it removes the need for expert knowledge or pre-solved instances. However, it is unrealistic to expect an agent to solve these (often NP-)hard problems in a single shot at inference due to their inherent complexity. Thus, leading approaches often implement additional search strategies, from stochastic sampling and beam search to explicit fine-tuning. In this paper, we argue for the benefits of learning a population of complementary policies, which can be simultaneously rolled out at inference. To this end, we introduce Poppy, a simple training procedure for populations. Instead of relying on a predefined or hand-crafted notion of diversity, Poppy induces an unsupervised specialization targeted solely at maximizing the performance of the population. We show that Poppy produces a set of complementary policies, and obtains state-of-the-art RL results on four popular NP-hard problems: traveling salesman, capacitated vehicle routing, 0-1 knapsack, and job-shop scheduling.
Learning Meta Representations for Agents in Multi-Agent Reinforcement Learning
In multi-agent reinforcement learning, the behaviors that agents learn in a single Markov Game (MG) are typically confined to the given agent number. Every single MG induced by varying the population may possess distinct optimal joint strategies and game-specific knowledge, which are modeled independently in modern multi-agent reinforcement learning algorithms. In this work, our focus is on creating agents that can generalize across population-varying MGs. Instead of learning a unimodal policy, each agent learns a policy set comprising effective strategies across a variety of games. To achieve this, we propose Meta Representations for Agents (MRA) that explicitly models the game-common and game-specific strategic knowledge. By representing the policy sets with multi-modal latent policies, the game-common strategic knowledge and diverse strategic modes are discovered through an iterative optimization procedure. We prove that by approximately maximizing the resulting constrained mutual information objective, the policies can reach Nash Equilibrium in every evaluation MG when the latent space is sufficiently large. When deploying MRA in practical settings with limited latent space sizes, fast adaptation can be achieved by leveraging the first-order gradient information. Extensive experiments demonstrate the effectiveness of MRA in improving training performance and generalization ability in challenging evaluation games.
Consistency Models as a Rich and Efficient Policy Class for Reinforcement Learning
Score-based generative models like the diffusion model have been testified to be effective in modeling multi-modal data from image generation to reinforcement learning (RL). However, the inference process of diffusion model can be slow, which hinders its usage in RL with iterative sampling. We propose to apply the consistency model as an efficient yet expressive policy representation, namely consistency policy, with an actor-critic style algorithm for three typical RL settings: offline, offline-to-online and online. For offline RL, we demonstrate the expressiveness of generative models as policies from multi-modal data. For offline-to-online RL, the consistency policy is shown to be more computational efficient than diffusion policy, with a comparable performance. For online RL, the consistency policy demonstrates significant speedup and even higher average performances than the diffusion policy.
Robust Subtask Learning for Compositional Generalization
Compositional reinforcement learning is a promising approach for training policies to perform complex long-horizon tasks. Typically, a high-level task is decomposed into a sequence of subtasks and a separate policy is trained to perform each subtask. In this paper, we focus on the problem of training subtask policies in a way that they can be used to perform any task; here, a task is given by a sequence of subtasks. We aim to maximize the worst-case performance over all tasks as opposed to the average-case performance. We formulate the problem as a two agent zero-sum game in which the adversary picks the sequence of subtasks. We propose two RL algorithms to solve this game: one is an adaptation of existing multi-agent RL algorithms to our setting and the other is an asynchronous version which enables parallel training of subtask policies. We evaluate our approach on two multi-task environments with continuous states and actions and demonstrate that our algorithms outperform state-of-the-art baselines.
A non-asymptotic approach for model selection via penalization in high-dimensional mixture of experts models
Mixture of experts (MoE) are a popular class of statistical and machine learning models that have gained attention over the years due to their flexibility and efficiency. In this work, we consider Gaussian-gated localized MoE (GLoME) and block-diagonal covariance localized MoE (BLoME) regression models to present nonlinear relationships in heterogeneous data with potential hidden graph-structured interactions between high-dimensional predictors. These models pose difficult statistical estimation and model selection questions, both from a computational and theoretical perspective. This paper is devoted to the study of the problem of model selection among a collection of GLoME or BLoME models characterized by the number of mixture components, the complexity of Gaussian mean experts, and the hidden block-diagonal structures of the covariance matrices, in a penalized maximum likelihood estimation framework. In particular, we establish non-asymptotic risk bounds that take the form of weak oracle inequalities, provided that lower bounds for the penalties hold. The good empirical behavior of our models is then demonstrated on synthetic and real datasets.
Compositional Conservatism: A Transductive Approach in Offline Reinforcement Learning
Offline reinforcement learning (RL) is a compelling framework for learning optimal policies from past experiences without additional interaction with the environment. Nevertheless, offline RL inevitably faces the problem of distributional shifts, where the states and actions encountered during policy execution may not be in the training dataset distribution. A common solution involves incorporating conservatism into the policy or the value function to safeguard against uncertainties and unknowns. In this work, we focus on achieving the same objectives of conservatism but from a different perspective. We propose COmpositional COnservatism with Anchor-seeking (COCOA) for offline RL, an approach that pursues conservatism in a compositional manner on top of the transductive reparameterization (Netanyahu et al., 2023), which decomposes the input variable (the state in our case) into an anchor and its difference from the original input. Our COCOA seeks both in-distribution anchors and differences by utilizing the learned reverse dynamics model, encouraging conservatism in the compositional input space for the policy or value function. Such compositional conservatism is independent of and agnostic to the prevalent behavioral conservatism in offline RL. We apply COCOA to four state-of-the-art offline RL algorithms and evaluate them on the D4RL benchmark, where COCOA generally improves the performance of each algorithm. The code is available at https://github.com/runamu/compositional-conservatism.
Fast Reinforcement Learning with Incremental Gaussian Mixture Models
This work presents a novel algorithm that integrates a data-efficient function approximator with reinforcement learning in continuous state spaces. An online and incremental algorithm capable of learning from a single pass through data, called Incremental Gaussian Mixture Network (IGMN), was employed as a sample-efficient function approximator for the joint state and Q-values space, all in a single model, resulting in a concise and data-efficient algorithm, i.e., a reinforcement learning algorithm that learns from very few interactions with the environment. Results are analyzed to explain the properties of the obtained algorithm, and it is observed that the use of the IGMN function approximator brings some important advantages to reinforcement learning in relation to conventional neural networks trained by gradient descent methods.
One Solution is Not All You Need: Few-Shot Extrapolation via Structured MaxEnt RL
While reinforcement learning algorithms can learn effective policies for complex tasks, these policies are often brittle to even minor task variations, especially when variations are not explicitly provided during training. One natural approach to this problem is to train agents with manually specified variation in the training task or environment. However, this may be infeasible in practical situations, either because making perturbations is not possible, or because it is unclear how to choose suitable perturbation strategies without sacrificing performance. The key insight of this work is that learning diverse behaviors for accomplishing a task can directly lead to behavior that generalizes to varying environments, without needing to perform explicit perturbations during training. By identifying multiple solutions for the task in a single environment during training, our approach can generalize to new situations by abandoning solutions that are no longer effective and adopting those that are. We theoretically characterize a robustness set of environments that arises from our algorithm and empirically find that our diversity-driven approach can extrapolate to various changes in the environment and task.
Multi-Task Reinforcement Learning with Mixture of Orthogonal Experts
Multi-Task Reinforcement Learning (MTRL) tackles the long-standing problem of endowing agents with skills that generalize across a variety of problems. To this end, sharing representations plays a fundamental role in capturing both unique and common characteristics of the tasks. Tasks may exhibit similarities in terms of skills, objects, or physical properties while leveraging their representations eases the achievement of a universal policy. Nevertheless, the pursuit of learning a shared set of diverse representations is still an open challenge. In this paper, we introduce a novel approach for representation learning in MTRL that encapsulates common structures among the tasks using orthogonal representations to promote diversity. Our method, named Mixture Of Orthogonal Experts (MOORE), leverages a Gram-Schmidt process to shape a shared subspace of representations generated by a mixture of experts. When task-specific information is provided, MOORE generates relevant representations from this shared subspace. We assess the effectiveness of our approach on two MTRL benchmarks, namely MiniGrid and MetaWorld, showing that MOORE surpasses related baselines and establishes a new state-of-the-art result on MetaWorld.
Beyond Exponentially Fast Mixing in Average-Reward Reinforcement Learning via Multi-Level Monte Carlo Actor-Critic
Many existing reinforcement learning (RL) methods employ stochastic gradient iteration on the back end, whose stability hinges upon a hypothesis that the data-generating process mixes exponentially fast with a rate parameter that appears in the step-size selection. Unfortunately, this assumption is violated for large state spaces or settings with sparse rewards, and the mixing time is unknown, making the step size inoperable. In this work, we propose an RL methodology attuned to the mixing time by employing a multi-level Monte Carlo estimator for the critic, the actor, and the average reward embedded within an actor-critic (AC) algorithm. This method, which we call Multi-level Actor-Critic (MAC), is developed especially for infinite-horizon average-reward settings and neither relies on oracle knowledge of the mixing time in its parameter selection nor assumes its exponential decay; it, therefore, is readily applicable to applications with slower mixing times. Nonetheless, it achieves a convergence rate comparable to the state-of-the-art AC algorithms. We experimentally show that these alleviated restrictions on the technical conditions required for stability translate to superior performance in practice for RL problems with sparse rewards.
MoE-Mamba: Efficient Selective State Space Models with Mixture of Experts
State Space Models (SSMs) have become serious contenders in the field of sequential modeling, challenging the dominance of Transformers. At the same time, Mixture of Experts (MoE) has significantly improved Transformer-based LLMs, including recent state-of-the-art open-source models. We propose that to unlock the potential of SSMs for scaling, they should be combined with MoE. We showcase this on Mamba, a recent SSM-based model that achieves remarkable, Transformer-like performance. Our model, MoE-Mamba, outperforms both Mamba and Transformer-MoE. In particular, MoE-Mamba reaches the same performance as Mamba in 2.2x less training steps while preserving the inference performance gains of Mamba against the Transformer.
Offline Learning in Markov Games with General Function Approximation
We study offline multi-agent reinforcement learning (RL) in Markov games, where the goal is to learn an approximate equilibrium -- such as Nash equilibrium and (Coarse) Correlated Equilibrium -- from an offline dataset pre-collected from the game. Existing works consider relatively restricted tabular or linear models and handle each equilibria separately. In this work, we provide the first framework for sample-efficient offline learning in Markov games under general function approximation, handling all 3 equilibria in a unified manner. By using Bellman-consistent pessimism, we obtain interval estimation for policies' returns, and use both the upper and the lower bounds to obtain a relaxation on the gap of a candidate policy, which becomes our optimization objective. Our results generalize prior works and provide several additional insights. Importantly, we require a data coverage condition that improves over the recently proposed "unilateral concentrability". Our condition allows selective coverage of deviation policies that optimally trade-off between their greediness (as approximate best responses) and coverage, and we show scenarios where this leads to significantly better guarantees. As a new connection, we also show how our algorithmic framework can subsume seemingly different solution concepts designed for the special case of two-player zero-sum games.
C-MORL: Multi-Objective Reinforcement Learning through Efficient Discovery of Pareto Front
Multi-objective reinforcement learning (MORL) excels at handling rapidly changing preferences in tasks that involve multiple criteria, even for unseen preferences. However, previous dominating MORL methods typically generate a fixed policy set or preference-conditioned policy through multiple training iterations exclusively for sampled preference vectors, and cannot ensure the efficient discovery of the Pareto front. Furthermore, integrating preferences into the input of policy or value functions presents scalability challenges, in particular as the dimension of the state and preference space grow, which can complicate the learning process and hinder the algorithm's performance on more complex tasks. To address these issues, we propose a two-stage Pareto front discovery algorithm called Constrained MORL (C-MORL), which serves as a seamless bridge between constrained policy optimization and MORL. Concretely, a set of policies is trained in parallel in the initialization stage, with each optimized towards its individual preference over the multiple objectives. Then, to fill the remaining vacancies in the Pareto front, the constrained optimization steps are employed to maximize one objective while constraining the other objectives to exceed a predefined threshold. Empirically, compared to recent advancements in MORL methods, our algorithm achieves more consistent and superior performances in terms of hypervolume, expected utility, and sparsity on both discrete and continuous control tasks, especially with numerous objectives (up to nine objectives in our experiments).
Policy-Guided Diffusion
In many real-world settings, agents must learn from an offline dataset gathered by some prior behavior policy. Such a setting naturally leads to distribution shift between the behavior policy and the target policy being trained - requiring policy conservatism to avoid instability and overestimation bias. Autoregressive world models offer a different solution to this by generating synthetic, on-policy experience. However, in practice, model rollouts must be severely truncated to avoid compounding error. As an alternative, we propose policy-guided diffusion. Our method uses diffusion models to generate entire trajectories under the behavior distribution, applying guidance from the target policy to move synthetic experience further on-policy. We show that policy-guided diffusion models a regularized form of the target distribution that balances action likelihood under both the target and behavior policies, leading to plausible trajectories with high target policy probability, while retaining a lower dynamics error than an offline world model baseline. Using synthetic experience from policy-guided diffusion as a drop-in substitute for real data, we demonstrate significant improvements in performance across a range of standard offline reinforcement learning algorithms and environments. Our approach provides an effective alternative to autoregressive offline world models, opening the door to the controllable generation of synthetic training data.
Nested Policy Reinforcement Learning
Off-policy reinforcement learning (RL) has proven to be a powerful framework for guiding agents' actions in environments with stochastic rewards and unknown or noisy state dynamics. In many real-world settings, these agents must operate in multiple environments, each with slightly different dynamics. For example, we may be interested in developing policies to guide medical treatment for patients with and without a given disease, or policies to navigate curriculum design for students with and without a learning disability. Here, we introduce nested policy fitted Q-iteration (NFQI), an RL framework that finds optimal policies in environments that exhibit such a structure. Our approach develops a nested Q-value function that takes advantage of the shared structure between two groups of observations from two separate environments while allowing their policies to be distinct from one another. We find that NFQI yields policies that rely on relevant features and perform at least as well as a policy that does not consider group structure. We demonstrate NFQI's performance using an OpenAI Gym environment and a clinical decision making RL task. Our results suggest that NFQI can develop policies that are better suited to many real-world clinical environments.
HyperRouter: Towards Efficient Training and Inference of Sparse Mixture of Experts
By routing input tokens to only a few split experts, Sparse Mixture-of-Experts has enabled efficient training of large language models. Recent findings suggest that fixing the routers can achieve competitive performance by alleviating the collapsing problem, where all experts eventually learn similar representations. However, this strategy has two key limitations: (i) the policy derived from random routers might be sub-optimal, and (ii) it requires extensive resources during training and evaluation, leading to limited efficiency gains. This work introduces \HyperRout, which dynamically generates the router's parameters through a fixed hypernetwork and trainable embeddings to achieve a balance between training the routers and freezing them to learn an improved routing policy. Extensive experiments across a wide range of tasks demonstrate the superior performance and efficiency gains of \HyperRouter compared to existing routing methods. Our implementation is publicly available at {{https://github.com/giangdip2410/HyperRouter}}.
HarmoDT: Harmony Multi-Task Decision Transformer for Offline Reinforcement Learning
The purpose of offline multi-task reinforcement learning (MTRL) is to develop a unified policy applicable to diverse tasks without the need for online environmental interaction. Recent advancements approach this through sequence modeling, leveraging the Transformer architecture's scalability and the benefits of parameter sharing to exploit task similarities. However, variations in task content and complexity pose significant challenges in policy formulation, necessitating judicious parameter sharing and management of conflicting gradients for optimal policy performance. In this work, we introduce the Harmony Multi-Task Decision Transformer (HarmoDT), a novel solution designed to identify an optimal harmony subspace of parameters for each task. We approach this as a bi-level optimization problem, employing a meta-learning framework that leverages gradient-based techniques. The upper level of this framework is dedicated to learning a task-specific mask that delineates the harmony subspace, while the inner level focuses on updating parameters to enhance the overall performance of the unified policy. Empirical evaluations on a series of benchmarks demonstrate the superiority of HarmoDT, verifying the effectiveness of our approach.
Improved Policy Evaluation for Randomized Trials of Algorithmic Resource Allocation
We consider the task of evaluating policies of algorithmic resource allocation through randomized controlled trials (RCTs). Such policies are tasked with optimizing the utilization of limited intervention resources, with the goal of maximizing the benefits derived. Evaluation of such allocation policies through RCTs proves difficult, notwithstanding the scale of the trial, because the individuals' outcomes are inextricably interlinked through resource constraints controlling the policy decisions. Our key contribution is to present a new estimator leveraging our proposed novel concept, that involves retrospective reshuffling of participants across experimental arms at the end of an RCT. We identify conditions under which such reassignments are permissible and can be leveraged to construct counterfactual trials, whose outcomes can be accurately ascertained, for free. We prove theoretically that such an estimator is more accurate than common estimators based on sample means -- we show that it returns an unbiased estimate and simultaneously reduces variance. We demonstrate the value of our approach through empirical experiments on synthetic, semi-synthetic as well as real case study data and show improved estimation accuracy across the board.
SteP: Stacked LLM Policies for Web Actions
Performing tasks on the web presents fundamental challenges to large language models (LLMs), including combinatorially large open-world tasks and variations across web interfaces. Simply specifying a large prompt to handle all possible behaviors and states is extremely complex, and results in behavior leaks between unrelated behaviors. Decomposition to distinct policies can address this challenge, but requires carefully handing off control between policies. We propose Stacked LLM Policies for Web Actions (SteP), an approach to dynamically compose policies to solve a diverse set of web tasks. SteP defines a Markov Decision Process where the state is a stack of policies representing the control state, i.e., the chain of policy calls. Unlike traditional methods that are restricted to static hierarchies, SteP enables dynamic control that adapts to the complexity of the task. We evaluate SteP against multiple baselines and web environments including WebArena, MiniWoB++, and a CRM. On WebArena, SteP improves (14.9\% to 33.5\%) over SOTA that use GPT-4 policies, while on MiniWob++, SteP is competitive with prior works while using significantly less data. Our code and data are available at https://asappresearch.github.io/webagents-step.
MixFlows: principled variational inference via mixed flows
This work presents mixed variational flows (MixFlows), a new variational family that consists of a mixture of repeated applications of a map to an initial reference distribution. First, we provide efficient algorithms for i.i.d. sampling, density evaluation, and unbiased ELBO estimation. We then show that MixFlows have MCMC-like convergence guarantees when the flow map is ergodic and measure-preserving, and provide bounds on the accumulation of error for practical implementations where the flow map is approximated. Finally, we develop an implementation of MixFlows based on uncorrected discretized Hamiltonian dynamics combined with deterministic momentum refreshment. Simulated and real data experiments show that MixFlows can provide more reliable posterior approximations than several black-box normalizing flows, as well as samples of comparable quality to those obtained from state-of-the-art MCMC methods.
Robust Task Representations for Offline Meta-Reinforcement Learning via Contrastive Learning
We study offline meta-reinforcement learning, a practical reinforcement learning paradigm that learns from offline data to adapt to new tasks. The distribution of offline data is determined jointly by the behavior policy and the task. Existing offline meta-reinforcement learning algorithms cannot distinguish these factors, making task representations unstable to the change of behavior policies. To address this problem, we propose a contrastive learning framework for task representations that are robust to the distribution mismatch of behavior policies in training and test. We design a bi-level encoder structure, use mutual information maximization to formalize task representation learning, derive a contrastive learning objective, and introduce several approaches to approximate the true distribution of negative pairs. Experiments on a variety of offline meta-reinforcement learning benchmarks demonstrate the advantages of our method over prior methods, especially on the generalization to out-of-distribution behavior policies. The code is available at https://github.com/PKU-AI-Edge/CORRO.
MaxMin-RLHF: Towards Equitable Alignment of Large Language Models with Diverse Human Preferences
Reinforcement Learning from Human Feedback (RLHF) aligns language models to human preferences by employing a singular reward model derived from preference data. However, such an approach overlooks the rich diversity of human preferences inherent in data collected from multiple users. In this work, we first derive an impossibility result of alignment with single reward RLHF, thereby highlighting its insufficiency in representing diverse human preferences. To provide an equitable solution to the problem, we learn a mixture of preference distributions via an expectation-maximization algorithm and propose a MaxMin alignment objective for policy learning inspired by the Egalitarian principle in social choice theory to better represent diverse human preferences. We elucidate the connection of our proposed approach to distributionally robust optimization and general utility RL, thereby highlighting the generality and robustness of our proposed solution. We present comprehensive experimental results on small-scale (GPT-2) and large-scale language models (with Tulu2-7B) and show the efficacy of the proposed approach in the presence of diversity among human preferences. Our algorithm achieves an average improvement of more than 16% in win-rates over conventional RLHF algorithms and improves the win-rate (accuracy) for minority groups by over 33% without compromising the performance of majority groups, showcasing the robustness and fairness of our approach. We remark that our findings in this work are not only limited to language models but also extend to reinforcement learning in general.
Teacher algorithms for curriculum learning of Deep RL in continuously parameterized environments
We consider the problem of how a teacher algorithm can enable an unknown Deep Reinforcement Learning (DRL) student to become good at a skill over a wide range of diverse environments. To do so, we study how a teacher algorithm can learn to generate a learning curriculum, whereby it sequentially samples parameters controlling a stochastic procedural generation of environments. Because it does not initially know the capacities of its student, a key challenge for the teacher is to discover which environments are easy, difficult or unlearnable, and in what order to propose them to maximize the efficiency of learning over the learnable ones. To achieve this, this problem is transformed into a surrogate continuous bandit problem where the teacher samples environments in order to maximize absolute learning progress of its student. We present a new algorithm modeling absolute learning progress with Gaussian mixture models (ALP-GMM). We also adapt existing algorithms and provide a complete study in the context of DRL. Using parameterized variants of the BipedalWalker environment, we study their efficiency to personalize a learning curriculum for different learners (embodiments), their robustness to the ratio of learnable/unlearnable environments, and their scalability to non-linear and high-dimensional parameter spaces. Videos and code are available at https://github.com/flowersteam/teachDeepRL.
A Minimaximalist Approach to Reinforcement Learning from Human Feedback
We present Self-Play Preference Optimization (SPO), an algorithm for reinforcement learning from human feedback. Our approach is minimalist in that it does not require training a reward model nor unstable adversarial training and is therefore rather simple to implement. Our approach is maximalist in that it provably handles non-Markovian, intransitive, and stochastic preferences while being robust to the compounding errors that plague offline approaches to sequential prediction. To achieve the preceding qualities, we build upon the concept of a Minimax Winner (MW), a notion of preference aggregation from the social choice theory literature that frames learning from preferences as a zero-sum game between two policies. By leveraging the symmetry of this game, we prove that rather than using the traditional technique of dueling two policies to compute the MW, we can simply have a single agent play against itself while maintaining strong convergence guarantees. Practically, this corresponds to sampling multiple trajectories from a policy, asking a rater or preference model to compare them, and then using the proportion of wins as the reward for a particular trajectory. We demonstrate that on a suite of continuous control tasks, we are able to learn significantly more efficiently than reward-model based approaches while maintaining robustness to the intransitive and stochastic preferences that frequently occur in practice when aggregating human judgments.
Counterfactual Explanation Policies in RL
As Reinforcement Learning (RL) agents are increasingly employed in diverse decision-making problems using reward preferences, it becomes important to ensure that policies learned by these frameworks in mapping observations to a probability distribution of the possible actions are explainable. However, there is little to no work in the systematic understanding of these complex policies in a contrastive manner, i.e., what minimal changes to the policy would improve/worsen its performance to a desired level. In this work, we present COUNTERPOL, the first framework to analyze RL policies using counterfactual explanations in the form of minimal changes to the policy that lead to the desired outcome. We do so by incorporating counterfactuals in supervised learning in RL with the target outcome regulated using desired return. We establish a theoretical connection between Counterpol and widely used trust region-based policy optimization methods in RL. Extensive empirical analysis shows the efficacy of COUNTERPOL in generating explanations for (un)learning skills while keeping close to the original policy. Our results on five different RL environments with diverse state and action spaces demonstrate the utility of counterfactual explanations, paving the way for new frontiers in designing and developing counterfactual policies.
Scaling Laws for Fine-Grained Mixture of Experts
Mixture of Experts (MoE) models have emerged as a primary solution for reducing the computational cost of Large Language Models. In this work, we analyze their scaling properties, incorporating an expanded range of variables. Specifically, we introduce a new hyperparameter, granularity, whose adjustment enables precise control over the size of the experts. Building on this, we establish scaling laws for fine-grained MoE, taking into account the number of training tokens, model size, and granularity. Leveraging these laws, we derive the optimal training configuration for a given computational budget. Our findings not only show that MoE models consistently outperform dense Transformers but also highlight that the efficiency gap between dense and MoE models widens as we scale up the model size and training budget. Furthermore, we demonstrate that the common practice of setting the size of experts in MoE to mirror the feed-forward layer is not optimal at almost any computational budget.
Beyond Stationarity: Convergence Analysis of Stochastic Softmax Policy Gradient Methods
Markov Decision Processes (MDPs) are a formal framework for modeling and solving sequential decision-making problems. In finite-time horizons such problems are relevant for instance for optimal stopping or specific supply chain problems, but also in the training of large language models. In contrast to infinite horizon MDPs optimal policies are not stationary, policies must be learned for every single epoch. In practice all parameters are often trained simultaneously, ignoring the inherent structure suggested by dynamic programming. This paper introduces a combination of dynamic programming and policy gradient called dynamic policy gradient, where the parameters are trained backwards in time. For the tabular softmax parametrisation we carry out the convergence analysis for simultaneous and dynamic policy gradient towards global optima, both in the exact and sampled gradient settings without regularisation. It turns out that the use of dynamic policy gradient training much better exploits the structure of finite-time problems which is reflected in improved convergence bounds.
A General Theory for Softmax Gating Multinomial Logistic Mixture of Experts
Mixture-of-experts (MoE) model incorporates the power of multiple submodels via gating functions to achieve greater performance in numerous regression and classification applications. From a theoretical perspective, while there have been previous attempts to comprehend the behavior of that model under the regression settings through the convergence analysis of maximum likelihood estimation in the Gaussian MoE model, such analysis under the setting of a classification problem has remained missing in the literature. We close this gap by establishing the convergence rates of density estimation and parameter estimation in the softmax gating multinomial logistic MoE model. Notably, when part of the expert parameters vanish, these rates are shown to be slower than polynomial rates owing to an inherent interaction between the softmax gating and expert functions via partial differential equations. To address this issue, we propose using a novel class of modified softmax gating functions which transform the input value before delivering them to the gating functions. As a result, the previous interaction disappears and the parameter estimation rates are significantly improved.
Diverse Controllable Diffusion Policy with Signal Temporal Logic
Generating realistic simulations is critical for autonomous system applications such as self-driving and human-robot interactions. However, driving simulators nowadays still have difficulty in generating controllable, diverse, and rule-compliant behaviors for road participants: Rule-based models cannot produce diverse behaviors and require careful tuning, whereas learning-based methods imitate the policy from data but are not designed to follow the rules explicitly. Besides, the real-world datasets are by nature "single-outcome", making the learning method hard to generate diverse behaviors. In this paper, we leverage Signal Temporal Logic (STL) and Diffusion Models to learn controllable, diverse, and rule-aware policy. We first calibrate the STL on the real-world data, then generate diverse synthetic data using trajectory optimization, and finally learn the rectified diffusion policy on the augmented dataset. We test on the NuScenes dataset and our approach can achieve the most diverse rule-compliant trajectories compared to other baselines, with a runtime 1/17X to the second-best approach. In the closed-loop testing, our approach reaches the highest diversity, rule satisfaction rate, and the least collision rate. Our method can generate varied characteristics conditional on different STL parameters in testing. A case study on human-robot encounter scenarios shows our approach can generate diverse and closed-to-oracle trajectories. The annotation tool, augmented dataset, and code are available at https://github.com/mengyuest/pSTL-diffusion-policy.
ContraBAR: Contrastive Bayes-Adaptive Deep RL
In meta reinforcement learning (meta RL), an agent seeks a Bayes-optimal policy -- the optimal policy when facing an unknown task that is sampled from some known task distribution. Previous approaches tackled this problem by inferring a belief over task parameters, using variational inference methods. Motivated by recent successes of contrastive learning approaches in RL, such as contrastive predictive coding (CPC), we investigate whether contrastive methods can be used for learning Bayes-optimal behavior. We begin by proving that representations learned by CPC are indeed sufficient for Bayes optimality. Based on this observation, we propose a simple meta RL algorithm that uses CPC in lieu of variational belief inference. Our method, ContraBAR, achieves comparable performance to state-of-the-art in domains with state-based observation and circumvents the computational toll of future observation reconstruction, enabling learning in domains with image-based observations. It can also be combined with image augmentations for domain randomization and used seamlessly in both online and offline meta RL settings.
Learning in Sparse Rewards settings through Quality-Diversity algorithms
In the Reinforcement Learning (RL) framework, the learning is guided through a reward signal. This means that in situations of sparse rewards the agent has to focus on exploration, in order to discover which action, or set of actions leads to the reward. RL agents usually struggle with this. Exploration is the focus of Quality-Diversity (QD) methods. In this thesis, we approach the problem of sparse rewards with these algorithms, and in particular with Novelty Search (NS). This is a method that only focuses on the diversity of the possible policies behaviors. The first part of the thesis focuses on learning a representation of the space in which the diversity of the policies is evaluated. In this regard, we propose the TAXONS algorithm, a method that learns a low-dimensional representation of the search space through an AutoEncoder. While effective, TAXONS still requires information on when to capture the observation used to learn said space. For this, we study multiple ways, and in particular the signature transform, to encode information about the whole trajectory of observations. The thesis continues with the introduction of the SERENE algorithm, a method that can efficiently focus on the interesting parts of the search space. This method separates the exploration of the search space from the exploitation of the reward through a two-alternating-steps approach. The exploration is performed through NS. Any discovered reward is then locally exploited through emitters. The third and final contribution combines TAXONS and SERENE into a single approach: STAX. Throughout this thesis, we introduce methods that lower the amount of prior information needed in sparse rewards settings. These contributions are a promising step towards the development of methods that can autonomously explore and find high-performance policies in a variety of sparse rewards settings.
Reparameterized Policy Learning for Multimodal Trajectory Optimization
We investigate the challenge of parametrizing policies for reinforcement learning (RL) in high-dimensional continuous action spaces. Our objective is to develop a multimodal policy that overcomes limitations inherent in the commonly-used Gaussian parameterization. To achieve this, we propose a principled framework that models the continuous RL policy as a generative model of optimal trajectories. By conditioning the policy on a latent variable, we derive a novel variational bound as the optimization objective, which promotes exploration of the environment. We then present a practical model-based RL method, called Reparameterized Policy Gradient (RPG), which leverages the multimodal policy parameterization and learned world model to achieve strong exploration capabilities and high data efficiency. Empirical results demonstrate that our method can help agents evade local optima in tasks with dense rewards and solve challenging sparse-reward environments by incorporating an object-centric intrinsic reward. Our method consistently outperforms previous approaches across a range of tasks. Code and supplementary materials are available on the project page https://haosulab.github.io/RPG/
Improved Algorithms for Multi-period Multi-class Packing Problems with Bandit Feedback
We consider the linear contextual multi-class multi-period packing problem (LMMP) where the goal is to pack items such that the total vector of consumption is below a given budget vector and the total value is as large as possible. We consider the setting where the reward and the consumption vector associated with each action is a class-dependent linear function of the context, and the decision-maker receives bandit feedback. LMMP includes linear contextual bandits with knapsacks and online revenue management as special cases. We establish a new estimator which guarantees a faster convergence rate, and consequently, a lower regret in such problems. We propose a bandit policy that is a closed-form function of said estimated parameters. When the contexts are non-degenerate, the regret of the proposed policy is sublinear in the context dimension, the number of classes, and the time horizon T when the budget grows at least as T. We also resolve an open problem posed by Agrawal & Devanur (2016) and extend the result to a multi-class setting. Our numerical experiments clearly demonstrate that the performance of our policy is superior to other benchmarks in the literature.
Inference-Time Policy Steering through Human Interactions
Generative policies trained with human demonstrations can autonomously accomplish multimodal, long-horizon tasks. However, during inference, humans are often removed from the policy execution loop, limiting the ability to guide a pre-trained policy towards a specific sub-goal or trajectory shape among multiple predictions. Naive human intervention may inadvertently exacerbate distribution shift, leading to constraint violations or execution failures. To better align policy output with human intent without inducing out-of-distribution errors, we propose an Inference-Time Policy Steering (ITPS) framework that leverages human interactions to bias the generative sampling process, rather than fine-tuning the policy on interaction data. We evaluate ITPS across three simulated and real-world benchmarks, testing three forms of human interaction and associated alignment distance metrics. Among six sampling strategies, our proposed stochastic sampling with diffusion policy achieves the best trade-off between alignment and distribution shift. Videos are available at https://yanweiw.github.io/itps/.
Neural MMO: A Massively Multiagent Game Environment for Training and Evaluating Intelligent Agents
The emergence of complex life on Earth is often attributed to the arms race that ensued from a huge number of organisms all competing for finite resources. We present an artificial intelligence research environment, inspired by the human game genre of MMORPGs (Massively Multiplayer Online Role-Playing Games, a.k.a. MMOs), that aims to simulate this setting in microcosm. As with MMORPGs and the real world alike, our environment is persistent and supports a large and variable number of agents. Our environment is well suited to the study of large-scale multiagent interaction: it requires that agents learn robust combat and navigation policies in the presence of large populations attempting to do the same. Baseline experiments reveal that population size magnifies and incentivizes the development of skillful behaviors and results in agents that outcompete agents trained in smaller populations. We further show that the policies of agents with unshared weights naturally diverge to fill different niches in order to avoid competition.
Preference Fine-Tuning of LLMs Should Leverage Suboptimal, On-Policy Data
Learning from preference labels plays a crucial role in fine-tuning large language models. There are several distinct approaches for preference fine-tuning, including supervised learning, on-policy reinforcement learning (RL), and contrastive learning. Different methods come with different implementation tradeoffs and performance differences, and existing empirical findings present different conclusions, for instance, some results show that online RL is quite important to attain good fine-tuning results, while others find (offline) contrastive or even purely supervised methods sufficient. This raises a natural question: what kind of approaches are important for fine-tuning with preference data and why? In this paper, we answer this question by performing a rigorous analysis of a number of fine-tuning techniques on didactic and full-scale LLM problems. Our main finding is that, in general, approaches that use on-policy sampling or attempt to push down the likelihood on certain responses (i.e., employ a "negative gradient") outperform offline and maximum likelihood objectives. We conceptualize our insights and unify methods that use on-policy sampling or negative gradient under a notion of mode-seeking objectives for categorical distributions. Mode-seeking objectives are able to alter probability mass on specific bins of a categorical distribution at a fast rate compared to maximum likelihood, allowing them to relocate masses across bins more effectively. Our analysis prescribes actionable insights for preference fine-tuning of LLMs and informs how data should be collected for maximal improvement.
Human Alignment of Large Language Models through Online Preference Optimisation
Ensuring alignment of language models' outputs with human preferences is critical to guarantee a useful, safe, and pleasant user experience. Thus, human alignment has been extensively studied recently and several methods such as Reinforcement Learning from Human Feedback (RLHF), Direct Policy Optimisation (DPO) and Sequence Likelihood Calibration (SLiC) have emerged. In this paper, our contribution is two-fold. First, we show the equivalence between two recent alignment methods, namely Identity Policy Optimisation (IPO) and Nash Mirror Descent (Nash-MD). Second, we introduce a generalisation of IPO, named IPO-MD, that leverages the regularised sampling approach proposed by Nash-MD. This equivalence may seem surprising at first sight, since IPO is an offline method whereas Nash-MD is an online method using a preference model. However, this equivalence can be proven when we consider the online version of IPO, that is when both generations are sampled by the online policy and annotated by a trained preference model. Optimising the IPO loss with such a stream of data becomes then equivalent to finding the Nash equilibrium of the preference model through self-play. Building on this equivalence, we introduce the IPO-MD algorithm that generates data with a mixture policy (between the online and reference policy) similarly as the general Nash-MD algorithm. We compare online-IPO and IPO-MD to different online versions of existing losses on preference data such as DPO and SLiC on a summarisation task.
MH-MoE:Multi-Head Mixture-of-Experts
Multi-Head Mixture-of-Experts (MH-MoE) demonstrates superior performance by using the multi-head mechanism to collectively attend to information from various representation spaces within different experts. In this paper, we present a novel implementation of MH-MoE that maintains both FLOPs and parameter parity with sparse Mixture of Experts models. Experimental results on language models show that the new implementation yields quality improvements over both vanilla MoE and fine-grained MoE models. Additionally, our experiments demonstrate that MH-MoE is compatible with 1-bit Large Language Models (LLMs) such as BitNet.
Live in the Moment: Learning Dynamics Model Adapted to Evolving Policy
Model-based reinforcement learning (RL) often achieves higher sample efficiency in practice than model-free RL by learning a dynamics model to generate samples for policy learning. Previous works learn a dynamics model that fits under the empirical state-action visitation distribution for all historical policies, i.e., the sample replay buffer. However, in this paper, we observe that fitting the dynamics model under the distribution for all historical policies does not necessarily benefit model prediction for the current policy since the policy in use is constantly evolving over time. The evolving policy during training will cause state-action visitation distribution shifts. We theoretically analyze how this distribution shift over historical policies affects the model learning and model rollouts. We then propose a novel dynamics model learning method, named Policy-adapted Dynamics Model Learning (PDML). PDML dynamically adjusts the historical policy mixture distribution to ensure the learned model can continually adapt to the state-action visitation distribution of the evolving policy. Experiments on a range of continuous control environments in MuJoCo show that PDML achieves significant improvement in sample efficiency and higher asymptotic performance combined with the state-of-the-art model-based RL methods.
Hierarchical Programmatic Reinforcement Learning via Learning to Compose Programs
Aiming to produce reinforcement learning (RL) policies that are human-interpretable and can generalize better to novel scenarios, Trivedi et al. (2021) present a method (LEAPS) that first learns a program embedding space to continuously parameterize diverse programs from a pre-generated program dataset, and then searches for a task-solving program in the learned program embedding space when given a task. Despite the encouraging results, the program policies that LEAPS can produce are limited by the distribution of the program dataset. Furthermore, during searching, LEAPS evaluates each candidate program solely based on its return, failing to precisely reward correct parts of programs and penalize incorrect parts. To address these issues, we propose to learn a meta-policy that composes a series of programs sampled from the learned program embedding space. By learning to compose programs, our proposed hierarchical programmatic reinforcement learning (HPRL) framework can produce program policies that describe out-of-distributionally complex behaviors and directly assign credits to programs that induce desired behaviors. The experimental results in the Karel domain show that our proposed framework outperforms baselines. The ablation studies confirm the limitations of LEAPS and justify our design choices.
Flow Matching Policy Gradients
Flow-based generative models, including diffusion models, excel at modeling continuous distributions in high-dimensional spaces. In this work, we introduce Flow Policy Optimization (FPO), a simple on-policy reinforcement learning algorithm that brings flow matching into the policy gradient framework. FPO casts policy optimization as maximizing an advantage-weighted ratio computed from the conditional flow matching loss, in a manner compatible with the popular PPO-clip framework. It sidesteps the need for exact likelihood computation while preserving the generative capabilities of flow-based models. Unlike prior approaches for diffusion-based reinforcement learning that bind training to a specific sampling method, FPO is agnostic to the choice of diffusion or flow integration at both training and inference time. We show that FPO can train diffusion-style policies from scratch in a variety of continuous control tasks. We find that flow-based models can capture multimodal action distributions and achieve higher performance than Gaussian policies, particularly in under-conditioned settings.
PoCo: Policy Composition from and for Heterogeneous Robot Learning
Training general robotic policies from heterogeneous data for different tasks is a significant challenge. Existing robotic datasets vary in different modalities such as color, depth, tactile, and proprioceptive information, and collected in different domains such as simulation, real robots, and human videos. Current methods usually collect and pool all data from one domain to train a single policy to handle such heterogeneity in tasks and domains, which is prohibitively expensive and difficult. In this work, we present a flexible approach, dubbed Policy Composition, to combine information across such diverse modalities and domains for learning scene-level and task-level generalized manipulation skills, by composing different data distributions represented with diffusion models. Our method can use task-level composition for multi-task manipulation and be composed with analytic cost functions to adapt policy behaviors at inference time. We train our method on simulation, human, and real robot data and evaluate in tool-use tasks. The composed policy achieves robust and dexterous performance under varying scenes and tasks and outperforms baselines from a single data source in both simulation and real-world experiments. See https://liruiw.github.io/policycomp for more details .
Hundreds Guide Millions: Adaptive Offline Reinforcement Learning with Expert Guidance
Offline reinforcement learning (RL) optimizes the policy on a previously collected dataset without any interactions with the environment, yet usually suffers from the distributional shift problem. To mitigate this issue, a typical solution is to impose a policy constraint on a policy improvement objective. However, existing methods generally adopt a ``one-size-fits-all'' practice, i.e., keeping only a single improvement-constraint balance for all the samples in a mini-batch or even the entire offline dataset. In this work, we argue that different samples should be treated with different policy constraint intensities. Based on this idea, a novel plug-in approach named Guided Offline RL (GORL) is proposed. GORL employs a guiding network, along with only a few expert demonstrations, to adaptively determine the relative importance of the policy improvement and policy constraint for every sample. We theoretically prove that the guidance provided by our method is rational and near-optimal. Extensive experiments on various environments suggest that GORL can be easily installed on most offline RL algorithms with statistically significant performance improvements.
VoiceGRPO: Modern MoE Transformers with Group Relative Policy Optimization GRPO for AI Voice Health Care Applications on Voice Pathology Detection
This research introduces a novel AI techniques as Mixture-of-Experts Transformers with Group Relative Policy Optimization (GRPO) for voice health care applications on voice pathology detection. With the architectural innovations, we adopt advanced training paradigms inspired by reinforcement learning, namely Proximal Policy Optimization (PPO) and Group-wise Regularized Policy Optimization (GRPO), to enhance model stability and performance. Experiments conducted on a synthetically generated voice pathology dataset demonstrate that our proposed models significantly improve diagnostic accuracy, F1 score, and ROC-AUC compared to conventional approaches. These findings underscore the potential of integrating transformer architectures with novel training strategies to advance automated voice pathology detection and ultimately contribute to more effective healthcare delivery. The code we used to train and evaluate our models is available at https://github.com/enkhtogtokh/voicegrpo
Mol-MoE: Training Preference-Guided Routers for Molecule Generation
Recent advances in language models have enabled framing molecule generation as sequence modeling. However, existing approaches often rely on single-objective reinforcement learning, limiting their applicability to real-world drug design, where multiple competing properties must be optimized. Traditional multi-objective reinforcement learning (MORL) methods require costly retraining for each new objective combination, making rapid exploration of trade-offs impractical. To overcome these limitations, we introduce Mol-MoE, a mixture-of-experts (MoE) architecture that enables efficient test-time steering of molecule generation without retraining. Central to our approach is a preference-based router training objective that incentivizes the router to combine experts in a way that aligns with user-specified trade-offs. This provides improved flexibility in exploring the chemical property space at test time, facilitating rapid trade-off exploration. Benchmarking against state-of-the-art methods, we show that Mol-MoE achieves superior sample quality and steerability.
Model-Based Opponent Modeling
When one agent interacts with a multi-agent environment, it is challenging to deal with various opponents unseen before. Modeling the behaviors, goals, or beliefs of opponents could help the agent adjust its policy to adapt to different opponents. In addition, it is also important to consider opponents who are learning simultaneously or capable of reasoning. However, existing work usually tackles only one of the aforementioned types of opponents. In this paper, we propose model-based opponent modeling (MBOM), which employs the environment model to adapt to all kinds of opponents. MBOM simulates the recursive reasoning process in the environment model and imagines a set of improving opponent policies. To effectively and accurately represent the opponent policy, MBOM further mixes the imagined opponent policies according to the similarity with the real behaviors of opponents. Empirically, we show that MBOM achieves more effective adaptation than existing methods in a variety of tasks, respectively with different types of opponents, i.e., fixed policy, na\"ive learner, and reasoning learner.
Transformers can optimally learn regression mixture models
Mixture models arise in many regression problems, but most methods have seen limited adoption partly due to these algorithms' highly-tailored and model-specific nature. On the other hand, transformers are flexible, neural sequence models that present the intriguing possibility of providing general-purpose prediction methods, even in this mixture setting. In this work, we investigate the hypothesis that transformers can learn an optimal predictor for mixtures of regressions. We construct a generative process for a mixture of linear regressions for which the decision-theoretic optimal procedure is given by data-driven exponential weights on a finite set of parameters. We observe that transformers achieve low mean-squared error on data generated via this process. By probing the transformer's output at inference time, we also show that transformers typically make predictions that are close to the optimal predictor. Our experiments also demonstrate that transformers can learn mixtures of regressions in a sample-efficient fashion and are somewhat robust to distribution shifts. We complement our experimental observations by proving constructively that the decision-theoretic optimal procedure is indeed implementable by a transformer.
Semi-Markov Offline Reinforcement Learning for Healthcare
Reinforcement learning (RL) tasks are typically framed as Markov Decision Processes (MDPs), assuming that decisions are made at fixed time intervals. However, many applications of great importance, including healthcare, do not satisfy this assumption, yet they are commonly modelled as MDPs after an artificial reshaping of the data. In addition, most healthcare (and similar) problems are offline by nature, allowing for only retrospective studies. To address both challenges, we begin by discussing the Semi-MDP (SMDP) framework, which formally handles actions of variable timings. We next present a formal way to apply SMDP modifications to nearly any given value-based offline RL method. We use this theory to introduce three SMDP-based offline RL algorithms, namely, SDQN, SDDQN, and SBCQ. We then experimentally demonstrate that only these SMDP-based algorithms learn the optimal policy in variable-time environments, whereas their MDP counterparts do not. Finally, we apply our new algorithms to a real-world offline dataset pertaining to warfarin dosing for stroke prevention and demonstrate similar results.
Dichotomy of Control: Separating What You Can Control from What You Cannot
Future- or return-conditioned supervised learning is an emerging paradigm for offline reinforcement learning (RL), where the future outcome (i.e., return) associated with an observed action sequence is used as input to a policy trained to imitate those same actions. While return-conditioning is at the heart of popular algorithms such as decision transformer (DT), these methods tend to perform poorly in highly stochastic environments, where an occasional high return can arise from randomness in the environment rather than the actions themselves. Such situations can lead to a learned policy that is inconsistent with its conditioning inputs; i.e., using the policy to act in the environment, when conditioning on a specific desired return, leads to a distribution of real returns that is wildly different than desired. In this work, we propose the dichotomy of control (DoC), a future-conditioned supervised learning framework that separates mechanisms within a policy's control (actions) from those beyond a policy's control (environment stochasticity). We achieve this separation by conditioning the policy on a latent variable representation of the future, and designing a mutual information constraint that removes any information from the latent variable associated with randomness in the environment. Theoretically, we show that DoC yields policies that are consistent with their conditioning inputs, ensuring that conditioning a learned policy on a desired high-return future outcome will correctly induce high-return behavior. Empirically, we show that DoC is able to achieve significantly better performance than DT on environments that have highly stochastic rewards and transition
PAL: Pluralistic Alignment Framework for Learning from Heterogeneous Preferences
Large foundation models pretrained on raw web-scale data are not readily deployable without additional step of extensive alignment to human preferences. Such alignment is typically done by collecting large amounts of pairwise comparisons from humans ("Do you prefer output A or B?") and learning a reward model or a policy with the Bradley-Terry-Luce (BTL) model as a proxy for a human's underlying implicit preferences. These methods generally suffer from assuming a universal preference shared by all humans, which lacks the flexibility of adapting to plurality of opinions and preferences. In this work, we propose PAL, a framework to model human preference complementary to existing pretraining strategies, which incorporates plurality from the ground up. We propose using the ideal point model as a lens to view alignment using preference comparisons. Together with our novel reformulation and using mixture modeling, our framework captures the plurality of population preferences while simultaneously learning a common preference latent space across different preferences, which can few-shot generalize to new, unseen users. Our approach enables us to use the penultimate-layer representation of large foundation models and simple MLP layers to learn reward functions that are on-par with the existing large state-of-the-art reward models, thereby enhancing efficiency of reward modeling significantly. We show that PAL achieves competitive reward model accuracy compared to strong baselines on 1) Language models with Summary dataset ; 2) Image Generative models with Pick-a-Pic dataset ; 3) A new semisynthetic heterogeneous dataset generated using Anthropic Personas. Finally, our experiments also highlight the shortcoming of current preference datasets that are created using rigid rubrics which wash away heterogeneity, and call for more nuanced data collection approaches.
What type of inference is planning?
Multiple types of inference are available for probabilistic graphical models, e.g., marginal, maximum-a-posteriori, and even marginal maximum-a-posteriori. Which one do researchers mean when they talk about ``planning as inference''? There is no consistency in the literature, different types are used, and their ability to do planning is further entangled with specific approximations or additional constraints. In this work we use the variational framework to show that, just like all commonly used types of inference correspond to different weightings of the entropy terms in the variational problem, planning corresponds exactly to a different set of weights. This means that all the tricks of variational inference are readily applicable to planning. We develop an analogue of loopy belief propagation that allows us to perform approximate planning in factored-state Markov decisions processes without incurring intractability due to the exponentially large state space. The variational perspective shows that the previous types of inference for planning are only adequate in environments with low stochasticity, and allows us to characterize each type by its own merits, disentangling the type of inference from the additional approximations that its practical use requires. We validate these results empirically on synthetic MDPs and tasks posed in the International Planning Competition.
Fine-Tuning Discrete Diffusion Models with Policy Gradient Methods
Discrete diffusion models have recently gained significant attention due to their ability to process complex discrete structures for language modeling. However, fine-tuning these models with policy gradient methods, as is commonly done in Reinforcement Learning from Human Feedback (RLHF), remains a challenging task. We propose an efficient, broadly applicable, and theoretically justified policy gradient algorithm, called Score Entropy Policy Optimization (SEPO), for fine-tuning discrete diffusion models over non-differentiable rewards. Our numerical experiments across several discrete generative tasks demonstrate the scalability and efficiency of our method. Our code is available at https://github.com/ozekri/SEPO.
Imitation Is Not Enough: Robustifying Imitation with Reinforcement Learning for Challenging Driving Scenarios
Imitation learning (IL) is a simple and powerful way to use high-quality human driving data, which can be collected at scale, to identify driving preferences and produce human-like behavior. However, policies based on imitation learning alone often fail to sufficiently account for safety and reliability concerns. In this paper, we show how imitation learning combined with reinforcement learning using simple rewards can substantially improve the safety and reliability of driving policies over those learned from imitation alone. In particular, we use a combination of imitation and reinforcement learning to train a policy on over 100k miles of urban driving data, and measure its effectiveness in test scenarios grouped by different levels of collision risk. To our knowledge, this is the first application of a combined imitation and reinforcement learning approach in autonomous driving that utilizes large amounts of real-world human driving data.
Novel Policy Seeking with Constrained Optimization
In problem-solving, we humans can come up with multiple novel solutions to the same problem. However, reinforcement learning algorithms can only produce a set of monotonous policies that maximize the cumulative reward but lack diversity and novelty. In this work, we address the problem of generating novel policies in reinforcement learning tasks. Instead of following the multi-objective framework used in existing methods, we propose to rethink the problem under a novel perspective of constrained optimization. We first introduce a new metric to evaluate the difference between policies and then design two practical novel policy generation methods following the new perspective. The two proposed methods, namely the Constrained Task Novel Bisector (CTNB) and the Interior Policy Differentiation (IPD), are derived from the feasible direction method and the interior point method commonly known in the constrained optimization literature. Experimental comparisons on the MuJoCo control suite show our methods can achieve substantial improvement over previous novelty-seeking methods in terms of both the novelty of policies and their performances in the primal task.
SALSA: Soup-based Alignment Learning for Stronger Adaptation in RLHF
In Large Language Model (LLM) development, Reinforcement Learning from Human Feedback (RLHF) is crucial for aligning models with human values and preferences. RLHF traditionally relies on the Kullback-Leibler (KL) divergence between the current policy and a frozen initial policy as a reference, which is added as a penalty in policy optimization algorithms like Proximal Policy Optimization (PPO). While this constraint prevents models from deviating too far from the initial checkpoint, it limits exploration of the reward landscape, reducing the model's ability to discover higher-quality solutions. As a result, policy optimization is often trapped in a narrow region of the parameter space, leading to suboptimal alignment and performance. This paper presents SALSA (Soup-based Alignment Learning for Stronger Adaptation), a novel approach designed to overcome these limitations by creating a more flexible and better located reference model through weight-space averaging of two independent supervised fine-tuned (SFT) models. This model soup allows for larger deviation in KL divergence and exploring a promising region of the solution space without sacrificing stability. By leveraging this more robust reference model, SALSA fosters better exploration, achieving higher rewards and improving model robustness, out-of-distribution generalization, and performance. We validate the effectiveness of SALSA through extensive experiments on popular open models (Llama2-7B, Mistral-7B, and Gemma-2B) across various benchmarks (MT-Bench, Arena-Hard, UltraFeedback), where it consistently surpasses PPO by fostering deeper exploration and achieving superior alignment in LLMs.
On-Policy RL Meets Off-Policy Experts: Harmonizing Supervised Fine-Tuning and Reinforcement Learning via Dynamic Weighting
Supervised Fine-Tuning (SFT) and Reinforcement Learning (RL) are two prominent post-training paradigms for refining the capabilities and aligning the behavior of Large Language Models (LLMs). Existing approaches that integrate SFT and RL often face the risk of disrupting established model patterns and inducing overfitting to expert data. To address this, we present a novel investigation into the unified view of SFT and RL through an off-policy versus on-policy lens. We propose CHORD, a framework for the Controllable Harmonization of On- and Off-Policy Reinforcement Learning via Dynamic Weighting, which reframes SFT not as a separate stage but as a dynamically weighted auxiliary objective within the on-policy RL process. Based on an analysis of off-policy expert data's influence at both holistic and granular levels, we incorporate a dual-control mechanism in CHORD. Specifically, the framework first employs a global coefficient to holistically guide the transition from off-policy imitation to on-policy exploration, and then applies a token-wise weighting function that enables granular learning from expert tokens, which preserves on-policy exploration and mitigates disruption from off-policy data. We conduct extensive experiments on widely used benchmarks, providing empirical evidence that CHORD achieves a stable and efficient learning process. By effectively harmonizing off-policy expert data with on-policy exploration, CHORD demonstrates significant improvements over baselines. We release the implementation at https://github.com/modelscope/Trinity-RFT/tree/main/examples/mix_chord to inspire further research.
Distributionally Robust Recourse Action
A recourse action aims to explain a particular algorithmic decision by showing one specific way in which the instance could be modified to receive an alternate outcome. Existing recourse generation methods often assume that the machine learning model does not change over time. However, this assumption does not always hold in practice because of data distribution shifts, and in this case, the recourse action may become invalid. To redress this shortcoming, we propose the Distributionally Robust Recourse Action (DiRRAc) framework, which generates a recourse action that has a high probability of being valid under a mixture of model shifts. We formulate the robustified recourse setup as a min-max optimization problem, where the max problem is specified by Gelbrich distance over an ambiguity set around the distribution of model parameters. Then we suggest a projected gradient descent algorithm to find a robust recourse according to the min-max objective. We show that our DiRRAc framework can be extended to hedge against the misspecification of the mixture weights. Numerical experiments with both synthetic and three real-world datasets demonstrate the benefits of our proposed framework over state-of-the-art recourse methods.
REBEL: Reinforcement Learning via Regressing Relative Rewards
While originally developed for continuous control problems, Proximal Policy Optimization (PPO) has emerged as the work-horse of a variety of reinforcement learning (RL) applications including the fine-tuning of generative models. Unfortunately, PPO requires multiple heuristics to enable stable convergence (e.g. value networks, clipping) and is notorious for its sensitivity to the precise implementation of these components. In response, we take a step back and ask what a minimalist RL algorithm for the era of generative models would look like. We propose REBEL, an algorithm that cleanly reduces the problem of policy optimization to regressing the relative rewards via a direct policy parameterization between two completions to a prompt, enabling strikingly lightweight implementation. In theory, we prove that fundamental RL algorithms like Natural Policy Gradient can be seen as variants of REBEL, which allows us to match the strongest known theoretical guarantees in terms of convergence and sample complexity in the RL literature. REBEL can also cleanly incorporate offline data and handle the intransitive preferences we frequently see in practice. Empirically, we find that REBEL provides a unified approach to language modeling and image generation with stronger or similar performance as PPO and DPO, all while being simpler to implement and more computationally tractable than PPO.
Harnessing Mixed Offline Reinforcement Learning Datasets via Trajectory Weighting
Most offline reinforcement learning (RL) algorithms return a target policy maximizing a trade-off between (1) the expected performance gain over the behavior policy that collected the dataset, and (2) the risk stemming from the out-of-distribution-ness of the induced state-action occupancy. It follows that the performance of the target policy is strongly related to the performance of the behavior policy and, thus, the trajectory return distribution of the dataset. We show that in mixed datasets consisting of mostly low-return trajectories and minor high-return trajectories, state-of-the-art offline RL algorithms are overly restrained by low-return trajectories and fail to exploit high-performing trajectories to the fullest. To overcome this issue, we show that, in deterministic MDPs with stochastic initial states, the dataset sampling can be re-weighted to induce an artificial dataset whose behavior policy has a higher return. This re-weighted sampling strategy may be combined with any offline RL algorithm. We further analyze that the opportunity for performance improvement over the behavior policy correlates with the positive-sided variance of the returns of the trajectories in the dataset. We empirically show that while CQL, IQL, and TD3+BC achieve only a part of this potential policy improvement, these same algorithms combined with our reweighted sampling strategy fully exploit the dataset. Furthermore, we empirically demonstrate that, despite its theoretical limitation, the approach may still be efficient in stochastic environments. The code is available at https://github.com/Improbable-AI/harness-offline-rl.
MoEC: Mixture of Expert Clusters
Sparsely Mixture of Experts (MoE) has received great interest due to its promising scaling capability with affordable computational overhead. MoE converts dense layers into sparse experts, and utilizes a gated routing network to make experts conditionally activated. However, as the number of experts grows, MoE with outrageous parameters suffers from overfitting and sparse data allocation. Such problems are especially severe on tasks with limited data, thus hindering the progress for MoE models to improve performance by scaling up. In this work, we propose Mixture of Expert Clusters - a general approach to enable expert layers to learn more diverse and appropriate knowledge by imposing variance-based constraints on the routing stage. We further propose a cluster-level expert dropout strategy specifically designed for the expert cluster structure. Our experiments reveal that MoEC could improve performance on machine translation and natural language understanding tasks, and raise the performance upper bound for scaling up experts under limited data. We also verify that MoEC plays a positive role in mitigating overfitting and sparse data allocation.
Bayesian open games
This paper generalises the treatment of compositional game theory as introduced by the second and third authors with Ghani and Winschel, where games are modelled as morphisms of a symmetric monoidal category. From an economic modelling perspective, the existing notion of an open game is not expressive enough for many applications. This includes stochastic environments, stochastic choices by players, as well as incomplete information regarding the game being played. The current paper addresses these three issue all at once. To achieve this we make significant use of category theory, especially the 'coend optics' of Riley.
SMILE: Scaling Mixture-of-Experts with Efficient Bi-level Routing
The mixture of Expert (MoE) parallelism is a recent advancement that scales up the model size with constant computational cost. MoE selects different sets of parameters (i.e., experts) for each incoming token, resulting in a sparsely-activated model. Despite several successful applications of MoE, its training efficiency degrades significantly as the number of experts increases. The routing stage in MoE relies on the efficiency of the All2All communication collective, which suffers from network congestion and has poor scalability. To mitigate these issues, we introduce SMILE, which exploits heterogeneous network bandwidth and splits a single-step routing into bi-level routing. Our experimental results show that the proposed method obtains a 2.5x speedup over Switch Transformer in terms of pretraining throughput on the Colossal Clean Crawled Corpus without losing any convergence speed.
Initial State Interventions for Deconfounded Imitation Learning
Imitation learning suffers from causal confusion. This phenomenon occurs when learned policies attend to features that do not causally influence the expert actions but are instead spuriously correlated. Causally confused agents produce low open-loop supervised loss but poor closed-loop performance upon deployment. We consider the problem of masking observed confounders in a disentangled representation of the observation space. Our novel masking algorithm leverages the usual ability to intervene in the initial system state, avoiding any requirement involving expert querying, expert reward functions, or causal graph specification. Under certain assumptions, we theoretically prove that this algorithm is conservative in the sense that it does not incorrectly mask observations that causally influence the expert; furthermore, intervening on the initial state serves to strictly reduce excess conservatism. The masking algorithm is applied to behavior cloning for two illustrative control systems: CartPole and Reacher.
Stealing User Prompts from Mixture of Experts
Mixture-of-Experts (MoE) models improve the efficiency and scalability of dense language models by routing each token to a small number of experts in each layer. In this paper, we show how an adversary that can arrange for their queries to appear in the same batch of examples as a victim's queries can exploit Expert-Choice-Routing to fully disclose a victim's prompt. We successfully demonstrate the effectiveness of this attack on a two-layer Mixtral model, exploiting the tie-handling behavior of the torch.topk CUDA implementation. Our results show that we can extract the entire prompt using O({VM}^2) queries (with vocabulary size V and prompt length M) or 100 queries on average per token in the setting we consider. This is the first attack to exploit architectural flaws for the purpose of extracting user prompts, introducing a new class of LLM vulnerabilities.
Two-Stage Constrained Actor-Critic for Short Video Recommendation
The wide popularity of short videos on social media poses new opportunities and challenges to optimize recommender systems on the video-sharing platforms. Users sequentially interact with the system and provide complex and multi-faceted responses, including watch time and various types of interactions with multiple videos. One the one hand, the platforms aims at optimizing the users' cumulative watch time (main goal) in long term, which can be effectively optimized by Reinforcement Learning. On the other hand, the platforms also needs to satisfy the constraint of accommodating the responses of multiple user interactions (auxiliary goals) such like, follow, share etc. In this paper, we formulate the problem of short video recommendation as a Constrained Markov Decision Process (CMDP). We find that traditional constrained reinforcement learning algorithms can not work well in this setting. We propose a novel two-stage constrained actor-critic method: At stage one, we learn individual policies to optimize each auxiliary signal. At stage two, we learn a policy to (i) optimize the main signal and (ii) stay close to policies learned at the first stage, which effectively guarantees the performance of this main policy on the auxiliaries. Through extensive offline evaluations, we demonstrate effectiveness of our method over alternatives in both optimizing the main goal as well as balancing the others. We further show the advantage of our method in live experiments of short video recommendations, where it significantly outperforms other baselines in terms of both watch time and interactions. Our approach has been fully launched in the production system to optimize user experiences on the platform.
Submodular Order Functions and Assortment Optimization
We define a new class of set functions that in addition to being monotone and subadditive, also admit a very limited form of submodularity defined over a permutation of the ground set. We refer to this permutation as a submodular order. This class of functions includes monotone submodular functions as a sub-family. To understand the importance of this structure in optimization problems we consider the problem of maximizing function value under various types of constraints. To demonstrate the modeling power of submodular order functions we show applications in two different settings. First, we apply our results to the extensively studied problem of assortment optimization. While the objectives in assortment optimization are known to be non-submodular (and non-monotone) even for simple choice models, we show that they are compatible with the notion of submodular order. Consequently, we obtain new and in some cases the first constant factor guarantee for constrained assortment optimization in fundamental choice models. As a second application of submodular order functions, we show an intriguing connection to the maximization of monotone submodular functions in the streaming model. We recover some best known guarantees for this problem as a corollary of our results.
A Survey on Recent Advances and Challenges in Reinforcement Learning Methods for Task-Oriented Dialogue Policy Learning
Dialogue Policy Learning is a key component in a task-oriented dialogue system (TDS) that decides the next action of the system given the dialogue state at each turn. Reinforcement Learning (RL) is commonly chosen to learn the dialogue policy, regarding the user as the environment and the system as the agent. Many benchmark datasets and algorithms have been created to facilitate the development and evaluation of dialogue policy based on RL. In this paper, we survey recent advances and challenges in dialogue policy from the prescriptive of RL. More specifically, we identify the major problems and summarize corresponding solutions for RL-based dialogue policy learning. Besides, we provide a comprehensive survey of applying RL to dialogue policy learning by categorizing recent methods into basic elements in RL. We believe this survey can shed a light on future research in dialogue management.
Approximate Kalman Filter Q-Learning for Continuous State-Space MDPs
We seek to learn an effective policy for a Markov Decision Process (MDP) with continuous states via Q-Learning. Given a set of basis functions over state action pairs we search for a corresponding set of linear weights that minimizes the mean Bellman residual. Our algorithm uses a Kalman filter model to estimate those weights and we have developed a simpler approximate Kalman filter model that outperforms the current state of the art projected TD-Learning methods on several standard benchmark problems.
Extending Mixture of Experts Model to Investigate Heterogeneity of Trajectories: When, Where and How to Add Which Covariates
Researchers are usually interested in examining the impact of covariates when separating heterogeneous samples into latent classes that are more homogeneous. The majority of theoretical and empirical studies with such aims have focused on identifying covariates as predictors of class membership in the structural equation modeling framework. In other words, the covariates only indirectly affect the sample heterogeneity. However, the covariates' influence on between-individual differences can also be direct. This article presents a mixture model that investigates covariates to explain within-cluster and between-cluster heterogeneity simultaneously, known as a mixture-of-experts (MoE) model. This study aims to extend the MoE framework to investigate heterogeneity in nonlinear trajectories: to identify latent classes, covariates as predictors to clusters, and covariates that explain within-cluster differences in change patterns over time. Our simulation studies demonstrate that the proposed model generally estimates the parameters unbiasedly, precisely and exhibits appropriate empirical coverage for a nominal 95% confidence interval. This study also proposes implementing structural equation model forests to shrink the covariate space of the proposed mixture model. We illustrate how to select covariates and construct the proposed model with longitudinal mathematics achievement data. Additionally, we demonstrate that the proposed mixture model can be further extended in the structural equation modeling framework by allowing the covariates that have direct effects to be time-varying.
Offline Planning and Online Learning under Recovering Rewards
Motivated by emerging applications such as live-streaming e-commerce, promotions and recommendations, we introduce and solve a general class of non-stationary multi-armed bandit problems that have the following two features: (i) the decision maker can pull and collect rewards from up to K,(ge 1) out of N different arms in each time period; (ii) the expected reward of an arm immediately drops after it is pulled, and then non-parametrically recovers as the arm's idle time increases. With the objective of maximizing the expected cumulative reward over T time periods, we design a class of ``Purely Periodic Policies'' that jointly set a period to pull each arm. For the proposed policies, we prove performance guarantees for both the offline problem and the online problems. For the offline problem when all model parameters are known, the proposed periodic policy obtains an approximation ratio that is at the order of 1-mathcal O(1/K), which is asymptotically optimal when K grows to infinity. For the online problem when the model parameters are unknown and need to be dynamically learned, we integrate the offline periodic policy with the upper confidence bound procedure to construct on online policy. The proposed online policy is proved to approximately have mathcal O(NT) regret against the offline benchmark. Our framework and policy design may shed light on broader offline planning and online learning applications with non-stationary and recovering rewards.
Low-Switching Policy Gradient with Exploration via Online Sensitivity Sampling
Policy optimization methods are powerful algorithms in Reinforcement Learning (RL) for their flexibility to deal with policy parameterization and ability to handle model misspecification. However, these methods usually suffer from slow convergence rates and poor sample complexity. Hence it is important to design provably sample efficient algorithms for policy optimization. Yet, recent advances for this problems have only been successful in tabular and linear setting, whose benign structures cannot be generalized to non-linearly parameterized policies. In this paper, we address this problem by leveraging recent advances in value-based algorithms, including bounded eluder-dimension and online sensitivity sampling, to design a low-switching sample-efficient policy optimization algorithm, LPO, with general non-linear function approximation. We show that, our algorithm obtains an varepsilon-optimal policy with only O(text{poly(d)}{varepsilon^3}) samples, where varepsilon is the suboptimality gap and d is a complexity measure of the function class approximating the policy. This drastically improves previously best-known sample bound for policy optimization algorithms, O(text{poly(d)}{varepsilon^8}). Moreover, we empirically test our theory with deep neural nets to show the benefits of the theoretical inspiration.
Offline Data Enhanced On-Policy Policy Gradient with Provable Guarantees
Hybrid RL is the setting where an RL agent has access to both offline data and online data by interacting with the real-world environment. In this work, we propose a new hybrid RL algorithm that combines an on-policy actor-critic method with offline data. On-policy methods such as policy gradient and natural policy gradient (NPG) have shown to be more robust to model misspecification, though sometimes it may not be as sample efficient as methods that rely on off-policy learning. On the other hand, offline methods that depend on off-policy training often require strong assumptions in theory and are less stable to train in practice. Our new approach integrates a procedure of off-policy training on the offline data into an on-policy NPG framework. We show that our approach, in theory, can obtain a best-of-both-worlds type of result -- it achieves the state-of-art theoretical guarantees of offline RL when offline RL-specific assumptions hold, while at the same time maintaining the theoretical guarantees of on-policy NPG regardless of the offline RL assumptions' validity. Experimentally, in challenging rich-observation environments, we show that our approach outperforms a state-of-the-art hybrid RL baseline which only relies on off-policy policy optimization, demonstrating the empirical benefit of combining on-policy and off-policy learning. Our code is publicly available at https://github.com/YifeiZhou02/HNPG.
Convergence Rates for Mixture-of-Experts
In mixtures-of-experts (ME) model, where a number of submodels (experts) are combined, there have been two longstanding problems: (i) how many experts should be chosen, given the size of the training data? (ii) given the total number of parameters, is it better to use a few very complex experts, or is it better to combine many simple experts? In this paper, we try to provide some insights to these problems through a theoretic study on a ME structure where m experts are mixed, with each expert being related to a polynomial regression model of order k. We study the convergence rate of the maximum likelihood estimator (MLE), in terms of how fast the Kullback-Leibler divergence of the estimated density converges to the true density, when the sample size n increases. The convergence rate is found to be dependent on both m and k, and certain choices of m and k are found to produce optimal convergence rates. Therefore, these results shed light on the two aforementioned important problems: on how to choose m, and on how m and k should be compromised, for achieving good convergence rates.
Self-Play with Adversarial Critic: Provable and Scalable Offline Alignment for Language Models
This work studies the challenge of aligning large language models (LLMs) with offline preference data. We focus on alignment by Reinforcement Learning from Human Feedback (RLHF) in particular. While popular preference optimization methods exhibit good empirical performance in practice, they are not theoretically guaranteed to converge to the optimal policy and can provably fail when the data coverage is sparse by classical offline reinforcement learning (RL) results. On the other hand, a recent line of work has focused on theoretically motivated preference optimization methods with provable guarantees, but these are not computationally efficient for large-scale applications like LLM alignment. To bridge this gap, we propose SPAC, a new offline preference optimization method with self-play, inspired by the on-average pessimism technique from the offline RL literature, to be the first provable and scalable approach to LLM alignment. We both provide theoretical analysis for its convergence under single-policy concentrability for the general function approximation setting and demonstrate its competitive empirical performance for LLM alignment on a 7B Mistral model with Open LLM Leaderboard evaluations.
Rethinking Mixture-of-Agents: Is Mixing Different Large Language Models Beneficial?
Ensembling outputs from diverse sources is a straightforward yet effective approach to boost performance. Mixture-of-Agents (MoA) is one such popular ensemble method that aggregates outputs from multiple different Large Language Models (LLMs). This paper raises the question in the context of language models: is mixing different LLMs truly beneficial? We propose Self-MoA -- an ensemble method that aggregates outputs from only the single top-performing LLM. Our extensive experiments reveal that, surprisingly, Self-MoA outperforms standard MoA that mixes different LLMs in a large number of scenarios: Self-MoA achieves 6.6% improvement over MoA on the AlpacaEval 2.0 benchmark, and an average of 3.8% improvement across various benchmarks, including MMLU, CRUX, and MATH. Applying Self-MoA to one of the top-ranking models in AlpacaEval 2.0 directly achieves the new state-of-the-art performance on the leaderboard. To understand the effectiveness of Self-MoA, we systematically investigate the trade-off between diversity and quality of outputs under various MoA settings. We confirm that the MoA performance is rather sensitive to the quality, and mixing different LLMs often lowers the average quality of the models. To complement the study, we identify the scenarios where mixing different LLMs could be helpful. This paper further introduces a sequential version of Self-MoA, that is capable of aggregating a large number of LLM outputs on-the-fly over multiple rounds, and is as effective as aggregating all outputs at once.
Generating Dispatching Rules for the Interrupting Swap-Allowed Blocking Job Shop Problem Using Graph Neural Network and Reinforcement Learning
The interrupting swap-allowed blocking job shop problem (ISBJSSP) is a complex scheduling problem that is able to model many manufacturing planning and logistics applications realistically by addressing both the lack of storage capacity and unforeseen production interruptions. Subjected to random disruptions due to machine malfunction or maintenance, industry production settings often choose to adopt dispatching rules to enable adaptive, real-time re-scheduling, rather than traditional methods that require costly re-computation on the new configuration every time the problem condition changes dynamically. To generate dispatching rules for the ISBJSSP problem, a method that uses graph neural networks and reinforcement learning is proposed. ISBJSSP is formulated as a Markov decision process. Using proximal policy optimization, an optimal scheduling policy is learnt from randomly generated instances. Employing a set of reported benchmark instances, we conduct a detailed experimental study on ISBJSSP instances with a range of machine shutdown probabilities to show that the scheduling policies generated can outperform or are at least as competitive as existing dispatching rules with predetermined priority. This study shows that the ISBJSSP, which requires real-time adaptive solutions, can be scheduled efficiently with the proposed machine learning method when production interruptions occur with random machine shutdowns.
Unpacking the Individual Components of Diffusion Policy
Imitation Learning presents a promising approach for learning generalizable and complex robotic skills. The recently proposed Diffusion Policy generates robot action sequences through a conditional denoising diffusion process, achieving state-of-the-art performance compared to other imitation learning methods. This paper summarizes five key components of Diffusion Policy: 1) observation sequence input; 2) action sequence execution; 3) receding horizon; 4) U-Net or Transformer network architecture; and 5) FiLM conditioning. By conducting experiments across ManiSkill and Adroit benchmarks, this study aims to elucidate the contribution of each component to the success of Diffusion Policy in various scenarios. We hope our findings will provide valuable insights for the application of Diffusion Policy in future research and industry.
Multi-Agent Actor-Critic for Mixed Cooperative-Competitive Environments
We explore deep reinforcement learning methods for multi-agent domains. We begin by analyzing the difficulty of traditional algorithms in the multi-agent case: Q-learning is challenged by an inherent non-stationarity of the environment, while policy gradient suffers from a variance that increases as the number of agents grows. We then present an adaptation of actor-critic methods that considers action policies of other agents and is able to successfully learn policies that require complex multi-agent coordination. Additionally, we introduce a training regimen utilizing an ensemble of policies for each agent that leads to more robust multi-agent policies. We show the strength of our approach compared to existing methods in cooperative as well as competitive scenarios, where agent populations are able to discover various physical and informational coordination strategies.
Variance Reduced Policy Gradient Method for Multi-Objective Reinforcement Learning
Multi-Objective Reinforcement Learning (MORL) is a generalization of traditional Reinforcement Learning (RL) that aims to optimize multiple, often conflicting objectives simultaneously rather than focusing on a single reward. This approach is crucial in complex decision-making scenarios where agents must balance trade-offs between various goals, such as maximizing performance while minimizing costs. We consider the problem of MORL where the objectives are combined using a non-linear scalarization function. Just like in standard RL, policy gradient methods (PGMs) are amongst the most effective for handling large and continuous state-action spaces in MORL. However, existing PGMs for MORL suffer from high sample inefficiency, requiring large amounts of data to be effective. Previous attempts to solve this problem rely on overly strict assumptions, losing PGMs' benefits in scalability to large state-action spaces. In this work, we address the issue of sample efficiency by implementing variance-reduction techniques to reduce the sample complexity of policy gradients while maintaining general assumptions.
CAMBranch: Contrastive Learning with Augmented MILPs for Branching
Recent advancements have introduced machine learning frameworks to enhance the Branch and Bound (B\&B) branching policies for solving Mixed Integer Linear Programming (MILP). These methods, primarily relying on imitation learning of Strong Branching, have shown superior performance. However, collecting expert samples for imitation learning, particularly for Strong Branching, is a time-consuming endeavor. To address this challenge, we propose Contrastive Learning with Augmented MILPs for Branching (CAMBranch), a framework that generates Augmented MILPs (AMILPs) by applying variable shifting to limited expert data from their original MILPs. This approach enables the acquisition of a considerable number of labeled expert samples. CAMBranch leverages both MILPs and AMILPs for imitation learning and employs contrastive learning to enhance the model's ability to capture MILP features, thereby improving the quality of branching decisions. Experimental results demonstrate that CAMBranch, trained with only 10\% of the complete dataset, exhibits superior performance. Ablation studies further validate the effectiveness of our method.
Sequential Counterfactual Risk Minimization
Counterfactual Risk Minimization (CRM) is a framework for dealing with the logged bandit feedback problem, where the goal is to improve a logging policy using offline data. In this paper, we explore the case where it is possible to deploy learned policies multiple times and acquire new data. We extend the CRM principle and its theory to this scenario, which we call "Sequential Counterfactual Risk Minimization (SCRM)." We introduce a novel counterfactual estimator and identify conditions that can improve the performance of CRM in terms of excess risk and regret rates, by using an analysis similar to restart strategies in accelerated optimization methods. We also provide an empirical evaluation of our method in both discrete and continuous action settings, and demonstrate the benefits of multiple deployments of CRM.
Robot Fleet Learning via Policy Merging
Fleets of robots ingest massive amounts of heterogeneous streaming data silos generated by interacting with their environments, far more than what can be stored or transmitted with ease. At the same time, teams of robots should co-acquire diverse skills through their heterogeneous experiences in varied settings. How can we enable such fleet-level learning without having to transmit or centralize fleet-scale data? In this paper, we investigate policy merging (PoMe) from such distributed heterogeneous datasets as a potential solution. To efficiently merge policies in the fleet setting, we propose FLEET-MERGE, an instantiation of distributed learning that accounts for the permutation invariance that arises when parameterizing the control policies with recurrent neural networks. We show that FLEET-MERGE consolidates the behavior of policies trained on 50 tasks in the Meta-World environment, with good performance on nearly all training tasks at test time. Moreover, we introduce a novel robotic tool-use benchmark, FLEET-TOOLS, for fleet policy learning in compositional and contact-rich robot manipulation tasks, to validate the efficacy of FLEET-MERGE on the benchmark.
PianoMime: Learning a Generalist, Dexterous Piano Player from Internet Demonstrations
In this work, we introduce PianoMime, a framework for training a piano-playing agent using internet demonstrations. The internet is a promising source of large-scale demonstrations for training our robot agents. In particular, for the case of piano-playing, Youtube is full of videos of professional pianists playing a wide myriad of songs. In our work, we leverage these demonstrations to learn a generalist piano-playing agent capable of playing any arbitrary song. Our framework is divided into three parts: a data preparation phase to extract the informative features from the Youtube videos, a policy learning phase to train song-specific expert policies from the demonstrations and a policy distillation phase to distil the policies into a single generalist agent. We explore different policy designs to represent the agent and evaluate the influence of the amount of training data on the generalization capability of the agent to novel songs not available in the dataset. We show that we are able to learn a policy with up to 56\% F1 score on unseen songs.
Theoretical guarantees on the best-of-n alignment policy
A simple and effective method for the alignment of generative models is the best-of-n policy, where n samples are drawn from a base policy, and ranked based on a reward function, and the highest ranking one is selected. A commonly used analytical expression in the literature claims that the KL divergence between the best-of-n policy and the base policy is equal to log (n) - (n-1)/n. We disprove the validity of this claim, and show that it is an upper bound on the actual KL divergence. We also explore the tightness of this upper bound in different regimes. Finally, we propose a new estimator for the KL divergence and empirically show that it provides a tight approximation through a few examples.
ReLOAD: Reinforcement Learning with Optimistic Ascent-Descent for Last-Iterate Convergence in Constrained MDPs
In recent years, Reinforcement Learning (RL) has been applied to real-world problems with increasing success. Such applications often require to put constraints on the agent's behavior. Existing algorithms for constrained RL (CRL) rely on gradient descent-ascent, but this approach comes with a caveat. While these algorithms are guaranteed to converge on average, they do not guarantee last-iterate convergence, i.e., the current policy of the agent may never converge to the optimal solution. In practice, it is often observed that the policy alternates between satisfying the constraints and maximizing the reward, rarely accomplishing both objectives simultaneously. Here, we address this problem by introducing Reinforcement Learning with Optimistic Ascent-Descent (ReLOAD), a principled CRL method with guaranteed last-iterate convergence. We demonstrate its empirical effectiveness on a wide variety of CRL problems including discrete MDPs and continuous control. In the process we establish a benchmark of challenging CRL problems.
Scalable and Incremental Learning of Gaussian Mixture Models
This work presents a fast and scalable algorithm for incremental learning of Gaussian mixture models. By performing rank-one updates on its precision matrices and determinants, its asymptotic time complexity is of NKD^2 for N data points, K Gaussian components and D dimensions. The resulting algorithm can be applied to high dimensional tasks, and this is confirmed by applying it to the classification datasets MNIST and CIFAR-10. Additionally, in order to show the algorithm's applicability to function approximation and control tasks, it is applied to three reinforcement learning tasks and its data-efficiency is evaluated.
Capacity-Aware Inference: Mitigating the Straggler Effect in Mixture of Experts
The Mixture of Experts (MoE) is an effective architecture for scaling large language models by leveraging sparse expert activation, optimizing the trade-off between performance and efficiency. However, under expert parallelism, MoE suffers from inference inefficiencies due to imbalanced token-to-expert assignment, where some experts are overloaded while others remain underutilized. This imbalance leads to poor resource utilization and increased latency, as the most burdened expert dictates the overall delay, a phenomenon we define as the \textit{Straggler Effect}. To mitigate this, we propose Capacity-Aware Inference, including two key techniques: (1) \textit{Capacity-Aware Token Drop}, which discards overloaded tokens to regulate the maximum latency of MoE, and (2) \textit{Capacity-Aware Token Reroute}, which reallocates overflowed tokens to underutilized experts, balancing the token distribution. These techniques collectively optimize both high-load and low-load expert utilization, leading to a more efficient MoE inference pipeline. Extensive experiments demonstrate the effectiveness of our methods, showing significant improvements in inference efficiency, e.g., 0.2\% average performance increase and a 1.94times inference speedup on Mixtral-8times7B-Instruct.
Score-of-Mixture Training: Training One-Step Generative Models Made Simple via Score Estimation of Mixture Distributions
We propose Score-of-Mixture Training (SMT), a novel framework for training one-step generative models by minimizing a class of divergences called the alpha-skew Jensen-Shannon divergence. At its core, SMT estimates the score of mixture distributions between real and fake samples across multiple noise levels. Similar to consistency models, our approach supports both training from scratch (SMT) and distillation using a pretrained diffusion model, which we call Score-of-Mixture Distillation (SMD). It is simple to implement, requires minimal hyperparameter tuning, and ensures stable training. Experiments on CIFAR-10 and ImageNet 64x64 show that SMT/SMD are competitive with and can even outperform existing methods.
PD-MORL: Preference-Driven Multi-Objective Reinforcement Learning Algorithm
Multi-objective reinforcement learning (MORL) approaches have emerged to tackle many real-world problems with multiple conflicting objectives by maximizing a joint objective function weighted by a preference vector. These approaches find fixed customized policies corresponding to preference vectors specified during training. However, the design constraints and objectives typically change dynamically in real-life scenarios. Furthermore, storing a policy for each potential preference is not scalable. Hence, obtaining a set of Pareto front solutions for the entire preference space in a given domain with a single training is critical. To this end, we propose a novel MORL algorithm that trains a single universal network to cover the entire preference space scalable to continuous robotic tasks. The proposed approach, Preference-Driven MORL (PD-MORL), utilizes the preferences as guidance to update the network parameters. It also employs a novel parallelization approach to increase sample efficiency. We show that PD-MORL achieves up to 25% larger hypervolume for challenging continuous control tasks and uses an order of magnitude fewer trainable parameters compared to prior approaches.
Solving robust MDPs as a sequence of static RL problems
Designing control policies whose performance level is guaranteed to remain above a given threshold in a span of environments is a critical feature for the adoption of reinforcement learning (RL) in real-world applications. The search for such robust policies is a notoriously difficult problem, related to the so-called dynamic model of transition function uncertainty, where the environment dynamics are allowed to change at each time step. But in practical cases, one is rather interested in robustness to a span of static transition models throughout interaction episodes. The static model is known to be harder to solve than the dynamic one, and seminal algorithms, such as robust value iteration, as well as most recent works on deep robust RL, build upon the dynamic model. In this work, we propose to revisit the static model. We suggest an analysis of why solving the static model under some mild hypotheses is a reasonable endeavor, based on an equivalence with the dynamic model, and formalize the general intuition that robust MDPs can be solved by tackling a series of static problems. We introduce a generic meta-algorithm called IWOCS, which incrementally identifies worst-case transition models so as to guide the search for a robust policy. Discussion on IWOCS sheds light on new ways to decouple policy optimization and adversarial transition functions and opens new perspectives for analysis. We derive a deep RL version of IWOCS and demonstrate it is competitive with state-of-the-art algorithms on classical benchmarks.
OVSegDT: Segmenting Transformer for Open-Vocabulary Object Goal Navigation
Open-vocabulary Object Goal Navigation requires an embodied agent to reach objects described by free-form language, including categories never seen during training. Existing end-to-end policies overfit small simulator datasets, achieving high success on training scenes but failing to generalize and exhibiting unsafe behaviour (frequent collisions). We introduce OVSegDT, a lightweight transformer policy that tackles these issues with two synergistic components. The first component is the semantic branch, which includes an encoder for the target binary mask and an auxiliary segmentation loss function, grounding the textual goal and providing precise spatial cues. The second component consists of a proposed Entropy-Adaptive Loss Modulation, a per-sample scheduler that continuously balances imitation and reinforcement signals according to the policy entropy, eliminating brittle manual phase switches. These additions cut the sample complexity of training by 33%, and reduce collision count in two times while keeping inference cost low (130M parameters, RGB-only input). On HM3D-OVON, our model matches the performance on unseen categories to that on seen ones and establishes state-of-the-art results (40.1% SR, 20.9% SPL on val unseen) without depth, odometry, or large vision-language models. Code is available at https://github.com/CognitiveAISystems/OVSegDT.
Bridging Offline Reinforcement Learning and Imitation Learning: A Tale of Pessimism
Offline (or batch) reinforcement learning (RL) algorithms seek to learn an optimal policy from a fixed dataset without active data collection. Based on the composition of the offline dataset, two main categories of methods are used: imitation learning which is suitable for expert datasets and vanilla offline RL which often requires uniform coverage datasets. From a practical standpoint, datasets often deviate from these two extremes and the exact data composition is usually unknown a priori. To bridge this gap, we present a new offline RL framework that smoothly interpolates between the two extremes of data composition, hence unifying imitation learning and vanilla offline RL. The new framework is centered around a weak version of the concentrability coefficient that measures the deviation from the behavior policy to the expert policy alone. Under this new framework, we further investigate the question on algorithm design: can one develop an algorithm that achieves a minimax optimal rate and also adapts to unknown data composition? To address this question, we consider a lower confidence bound (LCB) algorithm developed based on pessimism in the face of uncertainty in offline RL. We study finite-sample properties of LCB as well as information-theoretic limits in multi-armed bandits, contextual bandits, and Markov decision processes (MDPs). Our analysis reveals surprising facts about optimality rates. In particular, in all three settings, LCB achieves a faster rate of 1/N for nearly-expert datasets compared to the usual rate of 1/N in offline RL, where N is the number of samples in the batch dataset. In the case of contextual bandits with at least two contexts, we prove that LCB is adaptively optimal for the entire data composition range, achieving a smooth transition from imitation learning to offline RL. We further show that LCB is almost adaptively optimal in MDPs.
A Survey Analyzing Generalization in Deep Reinforcement Learning
Reinforcement learning research obtained significant success and attention with the utilization of deep neural networks to solve problems in high dimensional state or action spaces. While deep reinforcement learning policies are currently being deployed in many different fields from medical applications to self driving vehicles, there are still ongoing questions the field is trying to answer on the generalization capabilities of deep reinforcement learning policies. In this paper, we will outline the fundamental reasons why deep reinforcement learning policies encounter overfitting problems that limit their robustness and generalization capabilities. Furthermore, we will formalize and unify the diverse solution approaches to increase generalization, and overcome overfitting in state-action value functions. We believe our study can provide a compact systematic unified analysis for the current advancements in deep reinforcement learning, and help to construct robust deep neural policies with improved generalization abilities.
Aligning Language Models with Preferences through f-divergence Minimization
Aligning language models with preferences can be posed as approximating a target distribution representing some desired behavior. Existing approaches differ both in the functional form of the target distribution and the algorithm used to approximate it. For instance, Reinforcement Learning from Human Feedback (RLHF) corresponds to minimizing a reverse KL from an implicit target distribution arising from a KL penalty in the objective. On the other hand, Generative Distributional Control (GDC) has an explicit target distribution and minimizes a forward KL from it using the Distributional Policy Gradient (DPG) algorithm. In this paper, we propose a new approach, f-DPG, which allows the use of any f-divergence to approximate any target distribution that can be evaluated. f-DPG unifies both frameworks (RLHF, GDC) and the approximation methods (DPG, RL with KL penalties). We show the practical benefits of various choices of divergence objectives and demonstrate that there is no universally optimal objective but that different divergences present different alignment and diversity trade-offs. We show that Jensen-Shannon divergence strikes a good balance between these objectives, and frequently outperforms forward KL divergence by a wide margin, leading to significant improvements over prior work. These distinguishing characteristics between divergences persist as the model size increases, highlighting the importance of selecting appropriate divergence objectives.
BOND: Aligning LLMs with Best-of-N Distillation
Reinforcement learning from human feedback (RLHF) is a key driver of quality and safety in state-of-the-art large language models. Yet, a surprisingly simple and strong inference-time strategy is Best-of-N sampling that selects the best generation among N candidates. In this paper, we propose Best-of-N Distillation (BOND), a novel RLHF algorithm that seeks to emulate Best-of-N but without its significant computational overhead at inference time. Specifically, BOND is a distribution matching algorithm that forces the distribution of generations from the policy to get closer to the Best-of-N distribution. We use the Jeffreys divergence (a linear combination of forward and backward KL) to balance between mode-covering and mode-seeking behavior, and derive an iterative formulation that utilizes a moving anchor for efficiency. We demonstrate the effectiveness of our approach and several design choices through experiments on abstractive summarization and Gemma models. Aligning Gemma policies with BOND outperforms other RLHF algorithms by improving results on several benchmarks.
EXPO: Stable Reinforcement Learning with Expressive Policies
We study the problem of training and fine-tuning expressive policies with online reinforcement learning (RL) given an offline dataset. Training expressive policy classes with online RL present a unique challenge of stable value maximization. Unlike simpler Gaussian policies commonly used in online RL, expressive policies like diffusion and flow-matching policies are parameterized by a long denoising chain, which hinders stable gradient propagation from actions to policy parameters when optimizing against some value function. Our key insight is that we can address stable value maximization by avoiding direct optimization over value with the expressive policy and instead construct an on-the-fly RL policy to maximize Q-value. We propose Expressive Policy Optimization (EXPO), a sample-efficient online RL algorithm that utilizes an on-the-fly policy to maximize value with two parameterized policies -- a larger expressive base policy trained with a stable imitation learning objective and a light-weight Gaussian edit policy that edits the actions sampled from the base policy toward a higher value distribution. The on-the-fly policy optimizes the actions from the base policy with the learned edit policy and chooses the value maximizing action from the base and edited actions for both sampling and temporal-difference (TD) backup. Our approach yields up to 2-3x improvement in sample efficiency on average over prior methods both in the setting of fine-tuning a pretrained policy given offline data and in leveraging offline data to train online.
Provable Offline Preference-Based Reinforcement Learning
In this paper, we investigate the problem of offline Preference-based Reinforcement Learning (PbRL) with human feedback where feedback is available in the form of preference between trajectory pairs rather than explicit rewards. Our proposed algorithm consists of two main steps: (1) estimate the implicit reward using Maximum Likelihood Estimation (MLE) with general function approximation from offline data and (2) solve a distributionally robust planning problem over a confidence set around the MLE. We consider the general reward setting where the reward can be defined over the whole trajectory and provide a novel guarantee that allows us to learn any target policy with a polynomial number of samples, as long as the target policy is covered by the offline data. This guarantee is the first of its kind with general function approximation. To measure the coverage of the target policy, we introduce a new single-policy concentrability coefficient, which can be upper bounded by the per-trajectory concentrability coefficient. We also establish lower bounds that highlight the necessity of such concentrability and the difference from standard RL, where state-action-wise rewards are directly observed. We further extend and analyze our algorithm when the feedback is given over action pairs.
Representation Learning For Efficient Deep Multi-Agent Reinforcement Learning
Sample efficiency remains a key challenge in multi-agent reinforcement learning (MARL). A promising approach is to learn a meaningful latent representation space through auxiliary learning objectives alongside the MARL objective to aid in learning a successful control policy. In our work, we present MAPO-LSO (Multi-Agent Policy Optimization with Latent Space Optimization) which applies a form of comprehensive representation learning devised to supplement MARL training. Specifically, MAPO-LSO proposes a multi-agent extension of transition dynamics reconstruction and self-predictive learning that constructs a latent state optimization scheme that can be trivially extended to current state-of-the-art MARL algorithms. Empirical results demonstrate MAPO-LSO to show notable improvements in sample efficiency and learning performance compared to its vanilla MARL counterpart without any additional MARL hyperparameter tuning on a diverse suite of MARL tasks.
Orchestrated Value Mapping for Reinforcement Learning
We present a general convergent class of reinforcement learning algorithms that is founded on two distinct principles: (1) mapping value estimates to a different space using arbitrary functions from a broad class, and (2) linearly decomposing the reward signal into multiple channels. The first principle enables incorporating specific properties into the value estimator that can enhance learning. The second principle, on the other hand, allows for the value function to be represented as a composition of multiple utility functions. This can be leveraged for various purposes, e.g. dealing with highly varying reward scales, incorporating a priori knowledge about the sources of reward, and ensemble learning. Combining the two principles yields a general blueprint for instantiating convergent algorithms by orchestrating diverse mapping functions over multiple reward channels. This blueprint generalizes and subsumes algorithms such as Q-Learning, Log Q-Learning, and Q-Decomposition. In addition, our convergence proof for this general class relaxes certain required assumptions in some of these algorithms. Based on our theory, we discuss several interesting configurations as special cases. Finally, to illustrate the potential of the design space that our theory opens up, we instantiate a particular algorithm and evaluate its performance on the Atari suite.
Scalable and Efficient MoE Training for Multitask Multilingual Models
The Mixture of Experts (MoE) models are an emerging class of sparsely activated deep learning models that have sublinear compute costs with respect to their parameters. In contrast with dense models, the sparse architecture of MoE offers opportunities for drastically growing model size with significant accuracy gain while consuming much lower compute budget. However, supporting large scale MoE training also has its own set of system and modeling challenges. To overcome the challenges and embrace the opportunities of MoE, we first develop a system capable of scaling MoE models efficiently to trillions of parameters. It combines multi-dimensional parallelism and heterogeneous memory technologies harmoniously with MoE to empower 8x larger models on the same hardware compared with existing work. Besides boosting system efficiency, we also present new training methods to improve MoE sample efficiency and leverage expert pruning strategy to improve inference time efficiency. By combining the efficient system and training methods, we are able to significantly scale up large multitask multilingual models for language generation which results in a great improvement in model accuracy. A model trained with 10 billion parameters on 50 languages can achieve state-of-the-art performance in Machine Translation (MT) and multilingual natural language generation tasks. The system support of efficient MoE training has been implemented and open-sourced with the DeepSpeed library.
BQ-NCO: Bisimulation Quotienting for Efficient Neural Combinatorial Optimization
Despite the success of neural-based combinatorial optimization methods for end-to-end heuristic learning, out-of-distribution generalization remains a challenge. In this paper, we present a novel formulation of Combinatorial Optimization Problems (COPs) as Markov Decision Processes (MDPs) that effectively leverages common symmetries of COPs to improve out-of-distribution robustness. Starting from a direct MDP formulation of a constructive method, we introduce a generic way to reduce the state space, based on Bisimulation Quotienting (BQ) in MDPs. Then, for COPs with a recursive nature, we specialize the bisimulation and show how the reduced state exploits the symmetries of these problems and facilitates MDP solving. Our approach is principled and we prove that an optimal policy for the proposed BQ-MDP actually solves the associated COPs. We illustrate our approach on five classical problems: the Euclidean and Asymmetric Traveling Salesman, Capacitated Vehicle Routing, Orienteering and Knapsack Problems. Furthermore, for each problem, we introduce a simple attention-based policy network for the BQ-MDPs, which we train by imitation of (near) optimal solutions of small instances from a single distribution. We obtain new state-of-the-art results for the five COPs on both synthetic and realistic benchmarks. Notably, in contrast to most existing neural approaches, our learned policies show excellent generalization performance to much larger instances than seen during training, without any additional search procedure.
The Role of Domain Randomization in Training Diffusion Policies for Whole-Body Humanoid Control
Humanoids have the potential to be the ideal embodiment in environments designed for humans. Thanks to the structural similarity to the human body, they benefit from rich sources of demonstration data, e.g., collected via teleoperation, motion capture, or even using videos of humans performing tasks. However, distilling a policy from demonstrations is still a challenging problem. While Diffusion Policies (DPs) have shown impressive results in robotic manipulation, their applicability to locomotion and humanoid control remains underexplored. In this paper, we investigate how dataset diversity and size affect the performance of DPs for humanoid whole-body control. In a simulated IsaacGym environment, we generate synthetic demonstrations by training Adversarial Motion Prior (AMP) agents under various Domain Randomization (DR) conditions, and we compare DPs fitted to datasets of different size and diversity. Our findings show that, although DPs can achieve stable walking behavior, successful training of locomotion policies requires significantly larger and more diverse datasets compared to manipulation tasks, even in simple scenarios.
Diffusion Policy Policy Optimization
We introduce Diffusion Policy Policy Optimization, DPPO, an algorithmic framework including best practices for fine-tuning diffusion-based policies (e.g. Diffusion Policy) in continuous control and robot learning tasks using the policy gradient (PG) method from reinforcement learning (RL). PG methods are ubiquitous in training RL policies with other policy parameterizations; nevertheless, they had been conjectured to be less efficient for diffusion-based policies. Surprisingly, we show that DPPO achieves the strongest overall performance and efficiency for fine-tuning in common benchmarks compared to other RL methods for diffusion-based policies and also compared to PG fine-tuning of other policy parameterizations. Through experimental investigation, we find that DPPO takes advantage of unique synergies between RL fine-tuning and the diffusion parameterization, leading to structured and on-manifold exploration, stable training, and strong policy robustness. We further demonstrate the strengths of DPPO in a range of realistic settings, including simulated robotic tasks with pixel observations, and via zero-shot deployment of simulation-trained policies on robot hardware in a long-horizon, multi-stage manipulation task. Website with code: diffusion-ppo.github.io
Skill-Critic: Refining Learned Skills for Reinforcement Learning
Hierarchical reinforcement learning (RL) can accelerate long-horizon decision-making by temporally abstracting a policy into multiple levels. Promising results in sparse reward environments have been seen with skills, i.e. sequences of primitive actions. Typically, a skill latent space and policy are discovered from offline data, but the resulting low-level policy can be unreliable due to low-coverage demonstrations or distribution shifts. As a solution, we propose fine-tuning the low-level policy in conjunction with high-level skill selection. Our Skill-Critic algorithm optimizes both the low and high-level policies; these policies are also initialized and regularized by the latent space learned from offline demonstrations to guide the joint policy optimization. We validate our approach in multiple sparse RL environments, including a new sparse reward autonomous racing task in Gran Turismo Sport. The experiments show that Skill-Critic's low-level policy fine-tuning and demonstration-guided regularization are essential for optimal performance. Images and videos are available at https://sites.google.com/view/skill-critic. We plan to open source the code with the final version.
Planning Like Human: A Dual-process Framework for Dialogue Planning
In proactive dialogue, the challenge lies not just in generating responses but in steering conversations toward predetermined goals, a task where Large Language Models (LLMs) typically struggle due to their reactive nature. Traditional approaches to enhance dialogue planning in LLMs, ranging from elaborate prompt engineering to the integration of policy networks, either face efficiency issues or deliver suboptimal performance. Inspired by the dualprocess theory in psychology, which identifies two distinct modes of thinking - intuitive (fast) and analytical (slow), we propose the Dual-Process Dialogue Planning (DPDP) framework. DPDP embodies this theory through two complementary planning systems: an instinctive policy model for familiar contexts and a deliberative Monte Carlo Tree Search (MCTS) mechanism for complex, novel scenarios. This dual strategy is further coupled with a novel two-stage training regimen: offline Reinforcement Learning for robust initial policy model formation followed by MCTS-enhanced on-the-fly learning, which ensures a dynamic balance between efficiency and strategic depth. Our empirical evaluations across diverse dialogue tasks affirm DPDP's superiority in achieving both high-quality dialogues and operational efficiency, outpacing existing methods.
Generalized Munchausen Reinforcement Learning using Tsallis KL Divergence
Many policy optimization approaches in reinforcement learning incorporate a Kullback-Leilbler (KL) divergence to the previous policy, to prevent the policy from changing too quickly. This idea was initially proposed in a seminal paper on Conservative Policy Iteration, with approximations given by algorithms like TRPO and Munchausen Value Iteration (MVI). We continue this line of work by investigating a generalized KL divergence -- called the Tsallis KL divergence -- which use the q-logarithm in the definition. The approach is a strict generalization, as q = 1 corresponds to the standard KL divergence; q > 1 provides a range of new options. We characterize the types of policies learned under the Tsallis KL, and motivate when q >1 could be beneficial. To obtain a practical algorithm that incorporates Tsallis KL regularization, we extend MVI, which is one of the simplest approaches to incorporate KL regularization. We show that this generalized MVI(q) obtains significant improvements over the standard MVI(q = 1) across 35 Atari games.
A Closer Look into Mixture-of-Experts in Large Language Models
Mixture-of-experts (MoE) is gaining increasing attention due to its unique properties and remarkable performance, especially for language tasks. By sparsely activating a subset of parameters for each token, MoE architecture could increase the model size without sacrificing computational efficiency, achieving a better trade-off between performance and training costs. However, the underlying mechanism of MoE still lacks further exploration, and its modularization degree remains questionable. In this paper, we make an initial attempt to understand the inner workings of MoE-based large language models. Concretely, we comprehensively study the parametric and behavioral features of three recent MoE-based models and reveal some intriguing observations, including (1) Neurons act like fine-grained experts. (2) The router of MoE usually selects experts with larger output norms. (3) The expert diversity increases as the layer increases, while the last layer is an outlier. Based on the observations, we also provide suggestions for a broad spectrum of MoE practitioners, such as router design and expert allocation. We hope this work could shed light on future research on the MoE framework and other modular architectures. Code is available at https://github.com/kamanphoebe/Look-into-MoEs.
Adaptive sequential Monte Carlo by means of mixture of experts
Appropriately designing the proposal kernel of particle filters is an issue of significant importance, since a bad choice may lead to deterioration of the particle sample and, consequently, waste of computational power. In this paper we introduce a novel algorithm adaptively approximating the so-called optimal proposal kernel by a mixture of integrated curved exponential distributions with logistic weights. This family of distributions, referred to as mixtures of experts, is broad enough to be used in the presence of multi-modality or strongly skewed distributions. The mixtures are fitted, via online-EM methods, to the optimal kernel through minimisation of the Kullback-Leibler divergence between the auxiliary target and instrumental distributions of the particle filter. At each iteration of the particle filter, the algorithm is required to solve only a single optimisation problem for the whole particle sample, yielding an algorithm with only linear complexity. In addition, we illustrate in a simulation study how the method can be successfully applied to optimal filtering in nonlinear state-space models.
Confronting Reward Model Overoptimization with Constrained RLHF
Large language models are typically aligned with human preferences by optimizing reward models (RMs) fitted to human feedback. However, human preferences are multi-faceted, and it is increasingly common to derive reward from a composition of simpler reward models which each capture a different aspect of language quality. This itself presents a challenge, as it is difficult to appropriately weight these component RMs when combining them. Compounding this difficulty, because any RM is only a proxy for human evaluation, this process is vulnerable to overoptimization, wherein past a certain point, accumulating higher reward is associated with worse human ratings. In this paper, we perform, to our knowledge, the first study on overoptimization in composite RMs, showing that correlation between component RMs has a significant effect on the locations of these points. We then introduce an approach to solve this issue using constrained reinforcement learning as a means of preventing the agent from exceeding each RM's threshold of usefulness. Our method addresses the problem of weighting component RMs by learning dynamic weights, naturally expressed by Lagrange multipliers. As a result, each RM stays within the range at which it is an effective proxy, improving evaluation performance. Finally, we introduce an adaptive method using gradient-free optimization to identify and optimize towards these points during a single run.
The Compositional Structure of Bayesian Inference
Bayes' rule tells us how to invert a causal process in order to update our beliefs in light of new evidence. If the process is believed to have a complex compositional structure, we may observe that the inversion of the whole can be computed piecewise in terms of the component processes. We study the structure of this compositional rule, noting that it relates to the lens pattern in functional programming. Working in a suitably general axiomatic presentation of a category of Markov kernels, we see how we can think of Bayesian inversion as a particular instance of a state-dependent morphism in a fibred category. We discuss the compositional nature of this, formulated as a functor on the underlying category and explore how this can used for a more type-driven approach to statistical inference.
Provably Mitigating Overoptimization in RLHF: Your SFT Loss is Implicitly an Adversarial Regularizer
Aligning generative models with human preference via RLHF typically suffers from overoptimization, where an imperfectly learned reward model can misguide the generative model to output undesired responses. We investigate this problem in a principled manner by identifying the source of the misalignment as a form of distributional shift and uncertainty in learning human preferences. To mitigate overoptimization, we first propose a theoretical algorithm that chooses the best policy for an adversarially chosen reward model; one that simultaneously minimizes the maximum likelihood estimation of the loss and a reward penalty term. Here, the reward penalty term is introduced to prevent the policy from choosing actions with spurious high proxy rewards, resulting in provable sample efficiency of the algorithm under a partial coverage style condition. Moving from theory to practice, the proposed algorithm further enjoys an equivalent but surprisingly easy-to-implement reformulation. Using the equivalence between reward models and the corresponding optimal policy, the algorithm features a simple objective that combines: (i) a preference optimization loss that directly aligns the policy with human preference, and (ii) a supervised learning loss that explicitly imitates the policy with a (suitable) baseline distribution. In the context of aligning large language models (LLM), this objective fuses the direct preference optimization (DPO) loss with the supervised fune-tuning (SFT) loss to help mitigate the overoptimization towards undesired responses, for which we name the algorithm Regularized Preference Optimization (RPO). Experiments of aligning LLMs demonstrate the improved performance of RPO compared with DPO baselines. Our work sheds light on the interplay between preference optimization and SFT in tuning LLMs with both theoretical guarantees and empirical evidence.
Aligning Diffusion Behaviors with Q-functions for Efficient Continuous Control
Drawing upon recent advances in language model alignment, we formulate offline Reinforcement Learning as a two-stage optimization problem: First pretraining expressive generative policies on reward-free behavior datasets, then fine-tuning these policies to align with task-specific annotations like Q-values. This strategy allows us to leverage abundant and diverse behavior data to enhance generalization and enable rapid adaptation to downstream tasks using minimal annotations. In particular, we introduce Efficient Diffusion Alignment (EDA) for solving continuous control problems. EDA utilizes diffusion models for behavior modeling. However, unlike previous approaches, we represent diffusion policies as the derivative of a scalar neural network with respect to action inputs. This representation is critical because it enables direct density calculation for diffusion models, making them compatible with existing LLM alignment theories. During policy fine-tuning, we extend preference-based alignment methods like Direct Preference Optimization (DPO) to align diffusion behaviors with continuous Q-functions. Our evaluation on the D4RL benchmark shows that EDA exceeds all baseline methods in overall performance. Notably, EDA maintains about 95\% of performance and still outperforms several baselines given only 1\% of Q-labelled data during fine-tuning.
Mixed-R1: Unified Reward Perspective For Reasoning Capability in Multimodal Large Language Models
Recent works on large language models (LLMs) have successfully demonstrated the emergence of reasoning capabilities via reinforcement learning (RL). Although recent efforts leverage group relative policy optimization (GRPO) for MLLMs post-training, they constantly explore one specific aspect, such as grounding tasks, math problems, or chart analysis. There are no works that can leverage multi-source MLLM tasks for stable reinforcement learning. In this work, we present a unified perspective to solve this problem. We present Mixed-R1, a unified yet straightforward framework that contains a mixed reward function design (Mixed-Reward) and a mixed post-training dataset (Mixed-45K). We first design a data engine to select high-quality examples to build the Mixed-45K post-training dataset. Then, we present a Mixed-Reward design, which contains various reward functions for various MLLM tasks. In particular, it has four different reward functions: matching reward for binary answer or multiple-choice problems, chart reward for chart-aware datasets, IoU reward for grounding problems, and open-ended reward for long-form text responses such as caption datasets. To handle the various long-form text content, we propose a new open-ended reward named Bidirectional Max-Average Similarity (BMAS) by leveraging tokenizer embedding matching between the generated response and the ground truth. Extensive experiments show the effectiveness of our proposed method on various MLLMs, including Qwen2.5-VL and Intern-VL on various sizes. Our dataset and model are available at https://github.com/xushilin1/mixed-r1.
Cross-Domain Policy Adaptation via Value-Guided Data Filtering
Generalizing policies across different domains with dynamics mismatch poses a significant challenge in reinforcement learning. For example, a robot learns the policy in a simulator, but when it is deployed in the real world, the dynamics of the environment may be different. Given the source and target domain with dynamics mismatch, we consider the online dynamics adaptation problem, in which case the agent can access sufficient source domain data while online interactions with the target domain are limited. Existing research has attempted to solve the problem from the dynamics discrepancy perspective. In this work, we reveal the limitations of these methods and explore the problem from the value difference perspective via a novel insight on the value consistency across domains. Specifically, we present the Value-Guided Data Filtering (VGDF) algorithm, which selectively shares transitions from the source domain based on the proximity of paired value targets across the two domains. Empirical results on various environments with kinematic and morphology shifts demonstrate that our method achieves superior performance compared to prior approaches.
Statistical Rejection Sampling Improves Preference Optimization
Improving the alignment of language models with human preferences remains an active research challenge. Previous approaches have primarily utilized Reinforcement Learning from Human Feedback (RLHF) via online RL methods such as Proximal Policy Optimization (PPO). Recently, offline methods such as Sequence Likelihood Calibration (SLiC) and Direct Preference Optimization (DPO) have emerged as attractive alternatives, offering improvements in stability and scalability while maintaining competitive performance. SLiC refines its loss function using sequence pairs sampled from a supervised fine-tuned (SFT) policy, while DPO directly optimizes language models based on preference data, foregoing the need for a separate reward model. However, the maximum likelihood estimator (MLE) of the target optimal policy requires labeled preference pairs sampled from that policy. DPO's lack of a reward model constrains its ability to sample preference pairs from the optimal policy, and SLiC is restricted to sampling preference pairs only from the SFT policy. To address these limitations, we introduce a novel approach called Statistical Rejection Sampling Optimization (RSO) that aims to source preference data from the target optimal policy using rejection sampling, enabling a more accurate estimation of the optimal policy. We also propose a unified framework that enhances the loss functions used in both SLiC and DPO from a preference modeling standpoint. Through extensive experiments across three diverse tasks, we demonstrate that RSO consistently outperforms both SLiC and DPO on evaluations from both Large Language Model (LLM) and human raters.
Discovered Policy Optimisation
Tremendous progress has been made in reinforcement learning (RL) over the past decade. Most of these advancements came through the continual development of new algorithms, which were designed using a combination of mathematical derivations, intuitions, and experimentation. Such an approach of creating algorithms manually is limited by human understanding and ingenuity. In contrast, meta-learning provides a toolkit for automatic machine learning method optimisation, potentially addressing this flaw. However, black-box approaches which attempt to discover RL algorithms with minimal prior structure have thus far not outperformed existing hand-crafted algorithms. Mirror Learning, which includes RL algorithms, such as PPO, offers a potential middle-ground starting point: while every method in this framework comes with theoretical guarantees, components that differentiate them are subject to design. In this paper we explore the Mirror Learning space by meta-learning a "drift" function. We refer to the immediate result as Learnt Policy Optimisation (LPO). By analysing LPO we gain original insights into policy optimisation which we use to formulate a novel, closed-form RL algorithm, Discovered Policy Optimisation (DPO). Our experiments in Brax environments confirm state-of-the-art performance of LPO and DPO, as well as their transfer to unseen settings.
SePPO: Semi-Policy Preference Optimization for Diffusion Alignment
Reinforcement learning from human feedback (RLHF) methods are emerging as a way to fine-tune diffusion models (DMs) for visual generation. However, commonly used on-policy strategies are limited by the generalization capability of the reward model, while off-policy approaches require large amounts of difficult-to-obtain paired human-annotated data, particularly in visual generation tasks. To address the limitations of both on- and off-policy RLHF, we propose a preference optimization method that aligns DMs with preferences without relying on reward models or paired human-annotated data. Specifically, we introduce a Semi-Policy Preference Optimization (SePPO) method. SePPO leverages previous checkpoints as reference models while using them to generate on-policy reference samples, which replace "losing images" in preference pairs. This approach allows us to optimize using only off-policy "winning images." Furthermore, we design a strategy for reference model selection that expands the exploration in the policy space. Notably, we do not simply treat reference samples as negative examples for learning. Instead, we design an anchor-based criterion to assess whether the reference samples are likely to be winning or losing images, allowing the model to selectively learn from the generated reference samples. This approach mitigates performance degradation caused by the uncertainty in reference sample quality. We validate SePPO across both text-to-image and text-to-video benchmarks. SePPO surpasses all previous approaches on the text-to-image benchmarks and also demonstrates outstanding performance on the text-to-video benchmarks. Code will be released in https://github.com/DwanZhang-AI/SePPO.
Reinforcement Learning in Low-Rank MDPs with Density Features
MDPs with low-rank transitions -- that is, the transition matrix can be factored into the product of two matrices, left and right -- is a highly representative structure that enables tractable learning. The left matrix enables expressive function approximation for value-based learning and has been studied extensively. In this work, we instead investigate sample-efficient learning with density features, i.e., the right matrix, which induce powerful models for state-occupancy distributions. This setting not only sheds light on leveraging unsupervised learning in RL, but also enables plug-in solutions for convex RL. In the offline setting, we propose an algorithm for off-policy estimation of occupancies that can handle non-exploratory data. Using this as a subroutine, we further devise an online algorithm that constructs exploratory data distributions in a level-by-level manner. As a central technical challenge, the additive error of occupancy estimation is incompatible with the multiplicative definition of data coverage. In the absence of strong assumptions like reachability, this incompatibility easily leads to exponential error blow-up, which we overcome via novel technical tools. Our results also readily extend to the representation learning setting, when the density features are unknown and must be learned from an exponentially large candidate set.
HMoE: Heterogeneous Mixture of Experts for Language Modeling
Mixture of Experts (MoE) offers remarkable performance and computational efficiency by selectively activating subsets of model parameters. Traditionally, MoE models use homogeneous experts, each with identical capacity. However, varying complexity in input data necessitates experts with diverse capabilities, while homogeneous MoE hinders effective expert specialization and efficient parameter utilization. In this study, we propose a novel Heterogeneous Mixture of Experts (HMoE), where experts differ in size and thus possess diverse capacities. This heterogeneity allows for more specialized experts to handle varying token complexities more effectively. To address the imbalance in expert activation, we propose a novel training objective that encourages the frequent activation of smaller experts, enhancing computational efficiency and parameter utilization. Extensive experiments demonstrate that HMoE achieves lower loss with fewer activated parameters and outperforms conventional homogeneous MoE models on various pre-training evaluation benchmarks. Codes will be released upon acceptance.
Proto Successor Measure: Representing the Space of All Possible Solutions of Reinforcement Learning
Having explored an environment, intelligent agents should be able to transfer their knowledge to most downstream tasks within that environment. Referred to as "zero-shot learning," this ability remains elusive for general-purpose reinforcement learning algorithms. While recent works have attempted to produce zero-shot RL agents, they make assumptions about the nature of the tasks or the structure of the MDP. We present Proto Successor Measure: the basis set for all possible solutions of Reinforcement Learning in a dynamical system. We provably show that any possible policy can be represented using an affine combination of these policy independent basis functions. Given a reward function at test time, we simply need to find the right set of linear weights to combine these basis corresponding to the optimal policy. We derive a practical algorithm to learn these basis functions using only interaction data from the environment and show that our approach can produce the optimal policy at test time for any given reward function without additional environmental interactions. Project page: https://agarwalsiddhant10.github.io/projects/psm.html.
ConcaveQ: Non-Monotonic Value Function Factorization via Concave Representations in Deep Multi-Agent Reinforcement Learning
Value function factorization has achieved great success in multi-agent reinforcement learning by optimizing joint action-value functions through the maximization of factorized per-agent utilities. To ensure Individual-Global-Maximum property, existing works often focus on value factorization using monotonic functions, which are known to result in restricted representation expressiveness. In this paper, we analyze the limitations of monotonic factorization and present ConcaveQ, a novel non-monotonic value function factorization approach that goes beyond monotonic mixing functions and employs neural network representations of concave mixing functions. Leveraging the concave property in factorization, an iterative action selection scheme is developed to obtain optimal joint actions during training. It is used to update agents' local policy networks, enabling fully decentralized execution. The effectiveness of the proposed ConcaveQ is validated across scenarios involving multi-agent predator-prey environment and StarCraft II micromanagement tasks. Empirical results exhibit significant improvement of ConcaveQ over state-of-the-art multi-agent reinforcement learning approaches.
Online 3D Bin Packing with Constrained Deep Reinforcement Learning
We solve a challenging yet practically useful variant of 3D Bin Packing Problem (3D-BPP). In our problem, the agent has limited information about the items to be packed into the bin, and an item must be packed immediately after its arrival without buffering or readjusting. The item's placement also subjects to the constraints of collision avoidance and physical stability. We formulate this online 3D-BPP as a constrained Markov decision process. To solve the problem, we propose an effective and easy-to-implement constrained deep reinforcement learning (DRL) method under the actor-critic framework. In particular, we introduce a feasibility predictor to predict the feasibility mask for the placement actions and use it to modulate the action probabilities output by the actor during training. Such supervisions and transformations to DRL facilitate the agent to learn feasible policies efficiently. Our method can also be generalized e.g., with the ability to handle lookahead or items with different orientations. We have conducted extensive evaluation showing that the learned policy significantly outperforms the state-of-the-art methods. A user study suggests that our method attains a human-level performance.
Is RLHF More Difficult than Standard RL?
Reinforcement learning from Human Feedback (RLHF) learns from preference signals, while standard Reinforcement Learning (RL) directly learns from reward signals. Preferences arguably contain less information than rewards, which makes preference-based RL seemingly more difficult. This paper theoretically proves that, for a wide range of preference models, we can solve preference-based RL directly using existing algorithms and techniques for reward-based RL, with small or no extra costs. Specifically, (1) for preferences that are drawn from reward-based probabilistic models, we reduce the problem to robust reward-based RL that can tolerate small errors in rewards; (2) for general arbitrary preferences where the objective is to find the von Neumann winner, we reduce the problem to multiagent reward-based RL which finds Nash equilibria for factored Markov games under a restricted set of policies. The latter case can be further reduce to adversarial MDP when preferences only depend on the final state. We instantiate all reward-based RL subroutines by concrete provable algorithms, and apply our theory to a large class of models including tabular MDPs and MDPs with generic function approximation. We further provide guarantees when K-wise comparisons are available.
Train Once, Get a Family: State-Adaptive Balances for Offline-to-Online Reinforcement Learning
Offline-to-online reinforcement learning (RL) is a training paradigm that combines pre-training on a pre-collected dataset with fine-tuning in an online environment. However, the incorporation of online fine-tuning can intensify the well-known distributional shift problem. Existing solutions tackle this problem by imposing a policy constraint on the policy improvement objective in both offline and online learning. They typically advocate a single balance between policy improvement and constraints across diverse data collections. This one-size-fits-all manner may not optimally leverage each collected sample due to the significant variation in data quality across different states. To this end, we introduce Family Offline-to-Online RL (FamO2O), a simple yet effective framework that empowers existing algorithms to determine state-adaptive improvement-constraint balances. FamO2O utilizes a universal model to train a family of policies with different improvement/constraint intensities, and a balance model to select a suitable policy for each state. Theoretically, we prove that state-adaptive balances are necessary for achieving a higher policy performance upper bound. Empirically, extensive experiments show that FamO2O offers a statistically significant improvement over various existing methods, achieving state-of-the-art performance on the D4RL benchmark. Codes are available at https://github.com/LeapLabTHU/FamO2O.
Personalizing Reinforcement Learning from Human Feedback with Variational Preference Learning
Reinforcement Learning from Human Feedback (RLHF) is a powerful paradigm for aligning foundation models to human values and preferences. However, current RLHF techniques cannot account for the naturally occurring differences in individual human preferences across a diverse population. When these differences arise, traditional RLHF frameworks simply average over them, leading to inaccurate rewards and poor performance for individual subgroups. To address the need for pluralistic alignment, we develop a class of multimodal RLHF methods. Our proposed techniques are based on a latent variable formulation - inferring a novel user-specific latent and learning reward models and policies conditioned on this latent without additional user-specific data. While conceptually simple, we show that in practice, this reward modeling requires careful algorithmic considerations around model architecture and reward scaling. To empirically validate our proposed technique, we first show that it can provide a way to combat underspecification in simulated control problems, inferring and optimizing user-specific reward functions. Next, we conduct experiments on pluralistic language datasets representing diverse user preferences and demonstrate improved reward function accuracy. We additionally show the benefits of this probabilistic framework in terms of measuring uncertainty, and actively learning user preferences. This work enables learning from diverse populations of users with divergent preferences, an important challenge that naturally occurs in problems from robot learning to foundation model alignment.
A Decision-Language Model (DLM) for Dynamic Restless Multi-Armed Bandit Tasks in Public Health
Restless multi-armed bandits (RMAB) have demonstrated success in optimizing resource allocation for large beneficiary populations in public health settings. Unfortunately, RMAB models lack flexibility to adapt to evolving public health policy priorities. Concurrently, Large Language Models (LLMs) have emerged as adept automated planners across domains of robotic control and navigation. In this paper, we propose a Decision Language Model (DLM) for RMABs, enabling dynamic fine-tuning of RMAB policies in public health settings using human-language commands. We propose using LLMs as automated planners to (1) interpret human policy preference prompts, (2) propose reward functions as code for a multi-agent RMAB environment, and (3) iterate on the generated reward functions using feedback from grounded RMAB simulations. We illustrate the application of DLM in collaboration with ARMMAN, an India-based non-profit promoting preventative care for pregnant mothers, that currently relies on RMAB policies to optimally allocate health worker calls to low-resource populations. We conduct a technology demonstration in simulation using the Gemini Pro model, showing DLM can dynamically shape policy outcomes using only human prompts as input.
The Importance of Online Data: Understanding Preference Fine-tuning via Coverage
Learning from human preference data has emerged as the dominant paradigm for fine-tuning large language models (LLMs). The two most common families of techniques -- online reinforcement learning (RL) such as Proximal Policy Optimization (PPO) and offline contrastive methods such as Direct Preference Optimization (DPO) -- were positioned as equivalent in prior work due to the fact that both have to start from the same offline preference dataset. To further expand our theoretical understanding of the similarities and differences between online and offline techniques for preference fine-tuning, we conduct a rigorous analysis through the lens of dataset coverage, a concept that captures how the training data covers the test distribution and is widely used in RL. We prove that a global coverage condition is both necessary and sufficient for offline contrastive methods to converge to the optimal policy, but a weaker partial coverage condition suffices for online RL methods. This separation provides one explanation of why online RL methods can perform better than offline methods, especially when the offline preference data is not diverse enough. Finally, motivated by our preceding theoretical observations, we derive a hybrid preference optimization (HyPO) algorithm that uses offline data for contrastive-based preference optimization and online data for KL regularization. Theoretically and empirically, we demonstrate that HyPO is more performant than its pure offline counterpart DPO, while still preserving its computation and memory efficiency.
Policy Filtration in RLHF to Fine-Tune LLM for Code Generation
Reinforcement learning from human feedback (RLHF) is one of the key techniques that helps large language models (LLMs) to follow instructions and provide helpful and harmless responses. While direct policy optimization methods exist, state-of-the-art LLMs adopt RL-based methods (usually PPO) in RLHF to train the policy to generate good responses guided by a reward model learned from preference data. The main challenge of these methods is the inaccuracy of the intermediate reward model, especially in code generation tasks that require long and complex reasoning to score a response. We find that the reliability of the reward model varies across responses assigned with different rewards. This motivates us to filter the samples whose rewards may be unreliable to improve signal-to-noise ratio during policy learning, resulting in Policy Filtration for Proximal Policy Optimization (PF-PPO). To choose a proper policy filtration strategy for a given reward model, the coefficient of determination (R^2) between rewards and actual scores on filtered samples serves as a good metrics and helps us find several promising strategies. We provide extensive experiments to validate the effectiveness of PF-PPO in code generation tasks, and find that some variants of PF-PPO are highly effective and achieve new state-of-the-art performance across 7-billion-parameter models on HumanEval, MBPP, and a new and more challenging LeetCode Contest benchmark.
Pushing Mixture of Experts to the Limit: Extremely Parameter Efficient MoE for Instruction Tuning
The Mixture of Experts (MoE) is a widely known neural architecture where an ensemble of specialized sub-models optimizes overall performance with a constant computational cost. However, conventional MoEs pose challenges at scale due to the need to store all experts in memory. In this paper, we push MoE to the limit. We propose extremely parameter-efficient MoE by uniquely combining MoE architecture with lightweight experts.Our MoE architecture outperforms standard parameter-efficient fine-tuning (PEFT) methods and is on par with full fine-tuning by only updating the lightweight experts -- less than 1% of an 11B parameters model. Furthermore, our method generalizes to unseen tasks as it does not depend on any prior task knowledge. Our research underscores the versatility of the mixture of experts architecture, showcasing its ability to deliver robust performance even when subjected to rigorous parameter constraints. Our code used in all the experiments is publicly available here: https://github.com/for-ai/parameter-efficient-moe.
Score Regularized Policy Optimization through Diffusion Behavior
Recent developments in offline reinforcement learning have uncovered the immense potential of diffusion modeling, which excels at representing heterogeneous behavior policies. However, sampling from diffusion policies is considerably slow because it necessitates tens to hundreds of iterative inference steps for one action. To address this issue, we propose to extract an efficient deterministic inference policy from critic models and pretrained diffusion behavior models, leveraging the latter to directly regularize the policy gradient with the behavior distribution's score function during optimization. Our method enjoys powerful generative capabilities of diffusion modeling while completely circumventing the computationally intensive and time-consuming diffusion sampling scheme, both during training and evaluation. Extensive results on D4RL tasks show that our method boosts action sampling speed by more than 25 times compared with various leading diffusion-based methods in locomotion tasks, while still maintaining state-of-the-art performance.
Fine-Tuning Language Models with Reward Learning on Policy
Reinforcement learning from human feedback (RLHF) has emerged as an effective approach to aligning large language models (LLMs) to human preferences. RLHF contains three steps, i.e., human preference collecting, reward learning, and policy optimization, which are usually performed serially. Despite its popularity, however, (fixed) reward models may suffer from inaccurate off-distribution, since policy optimization continuously shifts LLMs' data distribution. Repeatedly collecting new preference data from the latest LLMs may alleviate this issue, which unfortunately makes the resulting system more complicated and difficult to optimize. In this paper, we propose reward learning on policy (RLP), an unsupervised framework that refines a reward model using policy samples to keep it on-distribution. Specifically, an unsupervised multi-view learning method is introduced to learn robust representations of policy samples. Meanwhile, a synthetic preference generation approach is developed to simulate high-quality preference data with policy outputs. Extensive experiments on three benchmark datasets show that RLP consistently outperforms the state-of-the-art. Our code is available at https://github.com/AlibabaResearch/DAMO-ConvAI/tree/main/rlp.
Local Optimization Achieves Global Optimality in Multi-Agent Reinforcement Learning
Policy optimization methods with function approximation are widely used in multi-agent reinforcement learning. However, it remains elusive how to design such algorithms with statistical guarantees. Leveraging a multi-agent performance difference lemma that characterizes the landscape of multi-agent policy optimization, we find that the localized action value function serves as an ideal descent direction for each local policy. Motivated by the observation, we present a multi-agent PPO algorithm in which the local policy of each agent is updated similarly to vanilla PPO. We prove that with standard regularity conditions on the Markov game and problem-dependent quantities, our algorithm converges to the globally optimal policy at a sublinear rate. We extend our algorithm to the off-policy setting and introduce pessimism to policy evaluation, which aligns with experiments. To our knowledge, this is the first provably convergent multi-agent PPO algorithm in cooperative Markov games.
Contrastive Policy Gradient: Aligning LLMs on sequence-level scores in a supervised-friendly fashion
Reinforcement Learning (RL) has been used to finetune Large Language Models (LLMs) using a reward model trained from preference data, to better align with human judgment. The recently introduced direct alignment methods, which are often simpler, more stable, and computationally lighter, can more directly achieve this. However, these approaches cannot optimize arbitrary rewards, and the preference-based ones are not the only rewards of interest for LLMs (eg., unit tests for code generation or textual entailment for summarization, among others). RL-finetuning is usually done with a variation of policy gradient, which calls for on-policy or near-on-policy samples, requiring costly generations. We introduce Contrastive Policy Gradient, or CoPG, a simple and mathematically principled new RL algorithm that can estimate the optimal policy even from off-policy data. It can be seen as an off-policy policy gradient approach that does not rely on important sampling techniques and highlights the importance of using (the right) state baseline. We show this approach to generalize the direct alignment method IPO (identity preference optimization) and classic policy gradient. We experiment with the proposed CoPG on a toy bandit problem to illustrate its properties, as well as for finetuning LLMs on a summarization task, using a learned reward function considered as ground truth for the purpose of the experiments.
Beyond Standard MoE: Mixture of Latent Experts for Resource-Efficient Language Models
Mixture of Experts (MoE) has emerged as a pivotal architectural paradigm for efficient scaling of Large Language Models (LLMs), operating through selective activation of parameter subsets for each input token. Nevertheless, conventional MoE architectures encounter substantial challenges, including excessive memory utilization and communication overhead during training and inference, primarily attributable to the proliferation of expert modules. In this paper, we introduce Mixture of Latent Experts (MoLE), a novel parameterization methodology that facilitates the mapping of specific experts into a shared latent space. Specifically, all expert operations are systematically decomposed into two principal components: a shared projection into a lower-dimensional latent space, followed by expert-specific transformations with significantly reduced parametric complexity. This factorized approach substantially diminishes parameter count and computational requirements. Beyond the pretraining implementation of the MoLE architecture, we also establish a rigorous mathematical framework for transforming pre-trained MoE models into the MoLE architecture, characterizing the sufficient conditions for optimal factorization and developing a systematic two-phase algorithm for this conversion process. Our comprehensive theoretical analysis demonstrates that MoLE significantly enhances computational efficiency across multiple dimensions while preserving model representational capacity. Empirical evaluations corroborate our theoretical findings, confirming that MoLE achieves performance comparable to standard MoE implementations while substantially reducing resource requirements.
WPO: Enhancing RLHF with Weighted Preference Optimization
Reinforcement learning from human feedback (RLHF) is a promising solution to align large language models (LLMs) more closely with human values. Off-policy preference optimization, where the preference data is obtained from other models, is widely adopted due to its cost efficiency and scalability. However, off-policy preference optimization often suffers from a distributional gap between the policy used for data collection and the target policy, leading to suboptimal optimization. In this paper, we propose a novel strategy to mitigate this problem by simulating on-policy learning with off-policy preference data. Our Weighted Preference Optimization (WPO) method adapts off-policy data to resemble on-policy data more closely by reweighting preference pairs according to their probability under the current policy. This method not only addresses the distributional gap problem but also enhances the optimization process without incurring additional costs. We validate our method on instruction following benchmarks including Alpaca Eval 2 and MT-bench. WPO not only outperforms Direct Preference Optimization (DPO) by up to 5.6% on Alpaca Eval 2 but also establishes a remarkable length-controlled winning rate against GPT-4-turbo of 48.6% based on Llama-3-8B-Instruct, making it the strongest 8B model on the leaderboard. We will release the code and models at https://github.com/wzhouad/WPO.
Iterative Nash Policy Optimization: Aligning LLMs with General Preferences via No-Regret Learning
Reinforcement Learning with Human Feedback (RLHF) has achieved great success in aligning large language models (LLMs) with human preferences. Prevalent RLHF approaches are reward-based, following the Bradley-Terry (BT) model assumption, which may not fully capture the complexity of human preferences. In this paper, we explore RLHF under a general preference framework and approach it from a game-theoretic perspective. Specifically, we formulate the problem as a two-player game and propose a novel algorithm, iterative Nash policy optimization (INPO). The key idea is to let the policy play against itself via no-regret learning, thereby approximating the Nash policy. Unlike previous methods, INPO bypasses the need for estimating the expected win rate for individual responses, which typically incurs high computational or annotation costs. Instead, we introduce a new loss objective that is directly minimized over a preference dataset. We provide theoretical analysis for our approach and demonstrate its effectiveness through experiments on various representative benchmarks. With an LLaMA-3-8B-based SFT model, INPO achieves a 41.5% length-controlled win rate on AlpacaEval 2.0 and a 38.3% win rate on Arena-Hard, showing substantial improvement over the state-of-the-art iterative algorithm [Dong et al., 2024] under the BT model assumption. Additionally, our ablation study highlights the benefits of incorporating KL regularization for response length control.
pi2vec: Policy Representations with Successor Features
This paper describes pi2vec, a method for representing behaviors of black box policies as feature vectors. The policy representations capture how the statistics of foundation model features change in response to the policy behavior in a task agnostic way, and can be trained from offline data, allowing them to be used in offline policy selection. This work provides a key piece of a recipe for fusing together three modern lines of research: Offline policy evaluation as a counterpart to offline RL, foundation models as generic and powerful state representations, and efficient policy selection in resource constrained environments.
A Survey on Dialog Management: Recent Advances and Challenges
Dialog management (DM) is a crucial component in a task-oriented dialog system. Given the dialog history, DM predicts the dialog state and decides the next action that the dialog agent should take. Recently, dialog policy learning has been widely formulated as a Reinforcement Learning (RL) problem, and more works focus on the applicability of DM. In this paper, we survey recent advances and challenges within three critical topics for DM: (1) improving model scalability to facilitate dialog system modeling in new scenarios, (2) dealing with the data scarcity problem for dialog policy learning, and (3) enhancing the training efficiency to achieve better task-completion performance . We believe that this survey can shed a light on future research in dialog management.
Agnostic Reinforcement Learning: Foundations and Algorithms
Reinforcement Learning (RL) has demonstrated tremendous empirical success across numerous challenging domains. However, we lack a strong theoretical understanding of the statistical complexity of RL in environments with large state spaces, where function approximation is required for sample-efficient learning. This thesis addresses this gap by rigorously examining the statistical complexity of RL with function approximation from a learning theoretic perspective. Departing from a long history of prior work, we consider the weakest form of function approximation, called agnostic policy learning, in which the learner seeks to find the best policy in a given class Pi, with no guarantee that Pi contains an optimal policy for the underlying task. We systematically explore agnostic policy learning along three key axes: environment access -- how a learner collects data from the environment; coverage conditions -- intrinsic properties of the underlying MDP measuring the expansiveness of state-occupancy measures for policies in the class Pi, and representational conditions -- structural assumptions on the class Pi itself. Within this comprehensive framework, we (1) design new learning algorithms with theoretical guarantees and (2) characterize fundamental performance bounds of any algorithm. Our results reveal significant statistical separations that highlight the power and limitations of agnostic policy learning.
Nash Learning from Human Feedback
Reinforcement learning from human feedback (RLHF) has emerged as the main paradigm for aligning large language models (LLMs) with human preferences. Typically, RLHF involves the initial step of learning a reward model from human feedback, often expressed as preferences between pairs of text generations produced by a pre-trained LLM. Subsequently, the LLM's policy is fine-tuned by optimizing it to maximize the reward model through a reinforcement learning algorithm. However, an inherent limitation of current reward models is their inability to fully represent the richness of human preferences and their dependency on the sampling distribution. In this study, we introduce an alternative pipeline for the fine-tuning of LLMs using pairwise human feedback. Our approach entails the initial learning of a preference model, which is conditioned on two inputs given a prompt, followed by the pursuit of a policy that consistently generates responses preferred over those generated by any competing policy, thus defining the Nash equilibrium of this preference model. We term this approach Nash learning from human feedback (NLHF). In the context of a tabular policy representation, we present a novel algorithmic solution, Nash-MD, founded on the principles of mirror descent. This algorithm produces a sequence of policies, with the last iteration converging to the regularized Nash equilibrium. Additionally, we explore parametric representations of policies and introduce gradient descent algorithms for deep-learning architectures. To demonstrate the effectiveness of our approach, we present experimental results involving the fine-tuning of a LLM for a text summarization task. We believe NLHF offers a compelling avenue for preference learning and policy optimization with the potential of advancing the field of aligning LLMs with human preferences.
NeuPL: Neural Population Learning
Learning in strategy games (e.g. StarCraft, poker) requires the discovery of diverse policies. This is often achieved by iteratively training new policies against existing ones, growing a policy population that is robust to exploit. This iterative approach suffers from two issues in real-world games: a) under finite budget, approximate best-response operators at each iteration needs truncating, resulting in under-trained good-responses populating the population; b) repeated learning of basic skills at each iteration is wasteful and becomes intractable in the presence of increasingly strong opponents. In this work, we propose Neural Population Learning (NeuPL) as a solution to both issues. NeuPL offers convergence guarantees to a population of best-responses under mild assumptions. By representing a population of policies within a single conditional model, NeuPL enables transfer learning across policies. Empirically, we show the generality, improved performance and efficiency of NeuPL across several test domains. Most interestingly, we show that novel strategies become more accessible, not less, as the neural population expands.
Consistent Aggregation of Objectives with Diverse Time Preferences Requires Non-Markovian Rewards
As the capabilities of artificial agents improve, they are being increasingly deployed to service multiple diverse objectives and stakeholders. However, the composition of these objectives is often performed ad hoc, with no clear justification. This paper takes a normative approach to multi-objective agency: from a set of intuitively appealing axioms, it is shown that Markovian aggregation of Markovian reward functions is not possible when the time preference (discount factor) for each objective may vary. It follows that optimal multi-objective agents must admit rewards that are non-Markovian with respect to the individual objectives. To this end, a practical non-Markovian aggregation scheme is proposed, which overcomes the impossibility with only one additional parameter for each objective. This work offers new insights into sequential, multi-objective agency and intertemporal choice, and has practical implications for the design of AI systems deployed to serve multiple generations of principals with varying time preference.
Segment Policy Optimization: Effective Segment-Level Credit Assignment in RL for Large Language Models
Enhancing the reasoning capabilities of large language models effectively using reinforcement learning (RL) remains a crucial challenge. Existing approaches primarily adopt two contrasting advantage estimation granularities: Token-level methods (e.g., PPO) aim to provide the fine-grained advantage signals but suffer from inaccurate estimation due to difficulties in training an accurate critic model. On the other extreme, trajectory-level methods (e.g., GRPO) solely rely on a coarse-grained advantage signal from the final reward, leading to imprecise credit assignment. To address these limitations, we propose Segment Policy Optimization (SPO), a novel RL framework that leverages segment-level advantage estimation at an intermediate granularity, achieving a better balance by offering more precise credit assignment than trajectory-level methods and requiring fewer estimation points than token-level methods, enabling accurate advantage estimation based on Monte Carlo (MC) without a critic model. SPO features three components with novel strategies: (1) flexible segment partition; (2) accurate segment advantage estimation; and (3) policy optimization using segment advantages, including a novel probability-mask strategy. We further instantiate SPO for two specific scenarios: (1) SPO-chain for short chain-of-thought (CoT), featuring novel cutpoint-based partition and chain-based advantage estimation, achieving 6-12 percentage point improvements in accuracy over PPO and GRPO on GSM8K. (2) SPO-tree for long CoT, featuring novel tree-based advantage estimation, which significantly reduces the cost of MC estimation, achieving 7-11 percentage point improvements over GRPO on MATH500 under 2K and 4K context evaluation. We make our code publicly available at https://github.com/AIFrameResearch/SPO.
A Dataset Perspective on Offline Reinforcement Learning
The application of Reinforcement Learning (RL) in real world environments can be expensive or risky due to sub-optimal policies during training. In Offline RL, this problem is avoided since interactions with an environment are prohibited. Policies are learned from a given dataset, which solely determines their performance. Despite this fact, how dataset characteristics influence Offline RL algorithms is still hardly investigated. The dataset characteristics are determined by the behavioral policy that samples this dataset. Therefore, we define characteristics of behavioral policies as exploratory for yielding high expected information in their interaction with the Markov Decision Process (MDP) and as exploitative for having high expected return. We implement two corresponding empirical measures for the datasets sampled by the behavioral policy in deterministic MDPs. The first empirical measure SACo is defined by the normalized unique state-action pairs and captures exploration. The second empirical measure TQ is defined by the normalized average trajectory return and captures exploitation. Empirical evaluations show the effectiveness of TQ and SACo. In large-scale experiments using our proposed measures, we show that the unconstrained off-policy Deep Q-Network family requires datasets with high SACo to find a good policy. Furthermore, experiments show that policy constraint algorithms perform well on datasets with high TQ and SACo. Finally, the experiments show, that purely dataset-constrained Behavioral Cloning performs competitively to the best Offline RL algorithms for datasets with high TQ.
Sample Efficient Myopic Exploration Through Multitask Reinforcement Learning with Diverse Tasks
Multitask Reinforcement Learning (MTRL) approaches have gained increasing attention for its wide applications in many important Reinforcement Learning (RL) tasks. However, while recent advancements in MTRL theory have focused on the improved statistical efficiency by assuming a shared structure across tasks, exploration--a crucial aspect of RL--has been largely overlooked. This paper addresses this gap by showing that when an agent is trained on a sufficiently diverse set of tasks, a generic policy-sharing algorithm with myopic exploration design like epsilon-greedy that are inefficient in general can be sample-efficient for MTRL. To the best of our knowledge, this is the first theoretical demonstration of the "exploration benefits" of MTRL. It may also shed light on the enigmatic success of the wide applications of myopic exploration in practice. To validate the role of diversity, we conduct experiments on synthetic robotic control environments, where the diverse task set aligns with the task selection by automatic curriculum learning, which is empirically shown to improve sample-efficiency.
Competing for Shareable Arms in Multi-Player Multi-Armed Bandits
Competitions for shareable and limited resources have long been studied with strategic agents. In reality, agents often have to learn and maximize the rewards of the resources at the same time. To design an individualized competing policy, we model the competition between agents in a novel multi-player multi-armed bandit (MPMAB) setting where players are selfish and aim to maximize their own rewards. In addition, when several players pull the same arm, we assume that these players averagely share the arms' rewards by expectation. Under this setting, we first analyze the Nash equilibrium when arms' rewards are known. Subsequently, we propose a novel SelfishMPMAB with Averaging Allocation (SMAA) approach based on the equilibrium. We theoretically demonstrate that SMAA could achieve a good regret guarantee for each player when all players follow the algorithm. Additionally, we establish that no single selfish player can significantly increase their rewards through deviation, nor can they detrimentally affect other players' rewards without incurring substantial losses for themselves. We finally validate the effectiveness of the method in extensive synthetic experiments.
Toward Evaluative Thinking: Meta Policy Optimization with Evolving Reward Models
Reward-based alignment methods for large language models (LLMs) face two key limitations: vulnerability to reward hacking, where models exploit flaws in the reward signal; and reliance on brittle, labor-intensive prompt engineering when LLMs are used as reward models. We introduce Meta Policy Optimization (MPO), a framework that addresses these challenges by integrating a meta-reward model that dynamically refines the reward model's prompt throughout training. In MPO, the meta-reward model monitors the evolving training context and continuously adjusts the reward model's prompt to maintain high alignment, providing an adaptive reward signal that resists exploitation by the policy. This meta-learning approach promotes a more stable policy optimization, and greatly reduces the need for manual reward prompt design. It yields performance on par with or better than models guided by extensively hand-crafted reward prompts. Furthermore, we show that MPO maintains its effectiveness across diverse tasks, such as question answering and mathematical reasoning, without requiring specialized reward designs. Beyond standard RLAIF, MPO's meta-learning formulation is readily extensible to higher-level alignment frameworks. Overall, this method addresses theoretical and practical challenges in reward-based RL alignment for LLMs, paving the way for more robust and adaptable alignment strategies. The code and models will be publicly shared.
Categorical Stochastic Processes and Likelihood
In this work we take a Category Theoretic perspective on the relationship between probabilistic modeling and function approximation. We begin by defining two extensions of function composition to stochastic process subordination: one based on the co-Kleisli category under the comonad (Omega x -) and one based on the parameterization of a category with a Lawvere theory. We show how these extensions relate to the category Stoch and other Markov Categories. Next, we apply the Para construction to extend stochastic processes to parameterized statistical models and we define a way to compose the likelihood functions of these models. We conclude with a demonstration of how the Maximum Likelihood Estimation procedure defines an identity-on-objects functor from the category of statistical models to the category of Learners. Code to accompany this paper can be found at https://github.com/dshieble/Categorical_Stochastic_Processes_and_Likelihood
Policy Regularization with Dataset Constraint for Offline Reinforcement Learning
We consider the problem of learning the best possible policy from a fixed dataset, known as offline Reinforcement Learning (RL). A common taxonomy of existing offline RL works is policy regularization, which typically constrains the learned policy by distribution or support of the behavior policy. However, distribution and support constraints are overly conservative since they both force the policy to choose similar actions as the behavior policy when considering particular states. It will limit the learned policy's performance, especially when the behavior policy is sub-optimal. In this paper, we find that regularizing the policy towards the nearest state-action pair can be more effective and thus propose Policy Regularization with Dataset Constraint (PRDC). When updating the policy in a given state, PRDC searches the entire dataset for the nearest state-action sample and then restricts the policy with the action of this sample. Unlike previous works, PRDC can guide the policy with proper behaviors from the dataset, allowing it to choose actions that do not appear in the dataset along with the given state. It is a softer constraint but still keeps enough conservatism from out-of-distribution actions. Empirical evidence and theoretical analysis show that PRDC can alleviate offline RL's fundamentally challenging value overestimation issue with a bounded performance gap. Moreover, on a set of locomotion and navigation tasks, PRDC achieves state-of-the-art performance compared with existing methods. Code is available at https://github.com/LAMDA-RL/PRDC
Real-Time Iteration Scheme for Diffusion Policy
Diffusion Policies have demonstrated impressive performance in robotic manipulation tasks. However, their long inference time, resulting from an extensive iterative denoising process, and the need to execute an action chunk before the next prediction to maintain consistent actions limit their applicability to latency-critical tasks or simple tasks with a short cycle time. While recent methods explored distillation or alternative policy structures to accelerate inference, these often demand additional training, which can be resource-intensive for large robotic models. In this paper, we introduce a novel approach inspired by the Real-Time Iteration (RTI) Scheme, a method from optimal control that accelerates optimization by leveraging solutions from previous time steps as initial guesses for subsequent iterations. We explore the application of this scheme in diffusion inference and propose a scaling-based method to effectively handle discrete actions, such as grasping, in robotic manipulation. The proposed scheme significantly reduces runtime computational costs without the need for distillation or policy redesign. This enables a seamless integration into many pre-trained diffusion-based models, in particular, to resource-demanding large models. We also provide theoretical conditions for the contractivity which could be useful for estimating the initial denoising step. Quantitative results from extensive simulation experiments show a substantial reduction in inference time, with comparable overall performance compared with Diffusion Policy using full-step denoising. Our project page with additional resources is available at: https://rti-dp.github.io/.
The Definitive Guide to Policy Gradients in Deep Reinforcement Learning: Theory, Algorithms and Implementations
In recent years, various powerful policy gradient algorithms have been proposed in deep reinforcement learning. While all these algorithms build on the Policy Gradient Theorem, the specific design choices differ significantly across algorithms. We provide a holistic overview of on-policy policy gradient algorithms to facilitate the understanding of both their theoretical foundations and their practical implementations. In this overview, we include a detailed proof of the continuous version of the Policy Gradient Theorem, convergence results and a comprehensive discussion of practical algorithms. We compare the most prominent algorithms on continuous control environments and provide insights on the benefits of regularization. All code is available at https://github.com/Matt00n/PolicyGradientsJax.
MixGRPO: Unlocking Flow-based GRPO Efficiency with Mixed ODE-SDE
Although GRPO substantially enhances flow matching models in human preference alignment of image generation, methods such as FlowGRPO still exhibit inefficiency due to the necessity of sampling and optimizing over all denoising steps specified by the Markov Decision Process (MDP). In this paper, we propose MixGRPO, a novel framework that leverages the flexibility of mixed sampling strategies through the integration of stochastic differential equations (SDE) and ordinary differential equations (ODE). This streamlines the optimization process within the MDP to improve efficiency and boost performance. Specifically, MixGRPO introduces a sliding window mechanism, using SDE sampling and GRPO-guided optimization only within the window, while applying ODE sampling outside. This design confines sampling randomness to the time-steps within the window, thereby reducing the optimization overhead, and allowing for more focused gradient updates to accelerate convergence. Additionally, as time-steps beyond the sliding window are not involved in optimization, higher-order solvers are supported for sampling. So we present a faster variant, termed MixGRPO-Flash, which further improves training efficiency while achieving comparable performance. MixGRPO exhibits substantial gains across multiple dimensions of human preference alignment, outperforming DanceGRPO in both effectiveness and efficiency, with nearly 50% lower training time. Notably, MixGRPO-Flash further reduces training time by 71%. Codes and models are available at https://github.com/Tencent-Hunyuan/MixGRPO{MixGRPO}.
Personalized Federated Learning under Mixture of Distributions
The recent trend towards Personalized Federated Learning (PFL) has garnered significant attention as it allows for the training of models that are tailored to each client while maintaining data privacy. However, current PFL techniques primarily focus on modeling the conditional distribution heterogeneity (i.e. concept shift), which can result in suboptimal performance when the distribution of input data across clients diverges (i.e. covariate shift). Additionally, these techniques often lack the ability to adapt to unseen data, further limiting their effectiveness in real-world scenarios. To address these limitations, we propose a novel approach, FedGMM, which utilizes Gaussian mixture models (GMM) to effectively fit the input data distributions across diverse clients. The model parameters are estimated by maximum likelihood estimation utilizing a federated Expectation-Maximization algorithm, which is solved in closed form and does not assume gradient similarity. Furthermore, FedGMM possesses an additional advantage of adapting to new clients with minimal overhead, and it also enables uncertainty quantification. Empirical evaluations on synthetic and benchmark datasets demonstrate the superior performance of our method in both PFL classification and novel sample detection.
Jump-Start Reinforcement Learning
Reinforcement learning (RL) provides a theoretical framework for continuously improving an agent's behavior via trial and error. However, efficiently learning policies from scratch can be very difficult, particularly for tasks with exploration challenges. In such settings, it might be desirable to initialize RL with an existing policy, offline data, or demonstrations. However, naively performing such initialization in RL often works poorly, especially for value-based methods. In this paper, we present a meta algorithm that can use offline data, demonstrations, or a pre-existing policy to initialize an RL policy, and is compatible with any RL approach. In particular, we propose Jump-Start Reinforcement Learning (JSRL), an algorithm that employs two policies to solve tasks: a guide-policy, and an exploration-policy. By using the guide-policy to form a curriculum of starting states for the exploration-policy, we are able to efficiently improve performance on a set of simulated robotic tasks. We show via experiments that JSRL is able to significantly outperform existing imitation and reinforcement learning algorithms, particularly in the small-data regime. In addition, we provide an upper bound on the sample complexity of JSRL and show that with the help of a guide-policy, one can improve the sample complexity for non-optimism exploration methods from exponential in horizon to polynomial.
Multi-Agent Reinforcement Learning from Human Feedback: Data Coverage and Algorithmic Techniques
We initiate the study of Multi-Agent Reinforcement Learning from Human Feedback (MARLHF), exploring both theoretical foundations and empirical validations. We define the task as identifying Nash equilibrium from a preference-only offline dataset in general-sum games, a problem marked by the challenge of sparse feedback signals. Our theory establishes the upper complexity bounds for Nash Equilibrium in effective MARLHF, demonstrating that single-policy coverage is inadequate and highlighting the importance of unilateral dataset coverage. These theoretical insights are verified through comprehensive experiments. To enhance the practical performance, we further introduce two algorithmic techniques. (1) We propose a Mean Squared Error (MSE) regularization along the time axis to achieve a more uniform reward distribution and improve reward learning outcomes. (2) We utilize imitation learning to approximate the reference policy, ensuring stability and effectiveness in training. Our findings underscore the multifaceted approach required for MARLHF, paving the way for effective preference-based multi-agent systems.
RePO: Replay-Enhanced Policy Optimization
Reinforcement learning (RL) is vital for optimizing large language models (LLMs). Recent Group Relative Policy Optimization (GRPO) estimates advantages using multiple on-policy outputs per prompt, leading to high computational costs and low data efficiency. To address this, we introduce Replay-Enhanced Policy Optimization (RePO), which leverages diverse replay strategies to retrieve off-policy samples from a replay buffer, allowing policy optimization based on a broader and more diverse set of samples for each prompt. Experiments on five LLMs across seven mathematical reasoning benchmarks demonstrate that RePO achieves absolute average performance gains of 18.4 and 4.1 points for Qwen2.5-Math-1.5B and Qwen3-1.7B, respectively, compared to GRPO. Further analysis indicates that RePO increases computational cost by 15% while raising the number of effective optimization steps by 48% for Qwen3-1.7B, with both on-policy and off-policy sample numbers set to 8. The repository can be accessed at https://github.com/SihengLi99/RePO.
Multi-Preference Optimization: Generalizing DPO via Set-Level Contrasts
Direct Preference Optimization (DPO) has become a popular approach for aligning language models using pairwise preferences. However, in practical post-training pipelines, on-policy generation typically yields multiple candidate responses per prompt, which are scored by a reward model to guide learning. In this setting, we propose Multi-Preference Optimization (MPO), a generalization of DPO that optimizes over entire sets of responses by extending the Bradley-Terry model to groupwise comparisons between chosen and rejected sets. To further enhance learning, MPO employs deviation-based weighting, which emphasizes outlier responses that deviate most from the mean reward, effectively inducing a self-paced curriculum. We theoretically prove that MPO reduces alignment bias at a rate of Oleft(1{n}right) with respect to the number of responses per query. Empirically, MPO achieves state-of-the-art performance on the UltraFeedback benchmark and yields up to sim 17.5% improvement over the state-of-the-art baseline in length-controlled win rate on AlpacaEval2, establishing a new baseline for preference-based alignment
Efficient Reinforcement Learning for Global Decision Making in the Presence of Local Agents at Scale
We study reinforcement learning for global decision-making in the presence of many local agents, where the global decision-maker makes decisions affecting all local agents, and the objective is to learn a policy that maximizes the rewards of both the global and the local agents. Such problems find many applications, e.g. demand response, EV charging, queueing, etc. In this setting, scalability has been a long-standing challenge due to the size of the state/action space which can be exponential in the number of agents. This work proposes the SUB-SAMPLE-Q algorithm where the global agent subsamples kleq n local agents to compute an optimal policy in time that is only exponential in k, providing an exponential speedup from standard methods that are exponential in n. We show that the learned policy converges to the optimal policy in the order of O(1/k+epsilon_{k,m}) as the number of sub-sampled agents k increases, where epsilon_{k,m} is the Bellman noise. We also conduct numerical simulations in a demand-response setting and a queueing setting.
Implicit Quantile Networks for Distributional Reinforcement Learning
In this work, we build on recent advances in distributional reinforcement learning to give a generally applicable, flexible, and state-of-the-art distributional variant of DQN. We achieve this by using quantile regression to approximate the full quantile function for the state-action return distribution. By reparameterizing a distribution over the sample space, this yields an implicitly defined return distribution and gives rise to a large class of risk-sensitive policies. We demonstrate improved performance on the 57 Atari 2600 games in the ALE, and use our algorithm's implicitly defined distributions to study the effects of risk-sensitive policies in Atari games.
Grove MoE: Towards Efficient and Superior MoE LLMs with Adjugate Experts
The Mixture of Experts (MoE) architecture is a cornerstone of modern state-of-the-art (SOTA) large language models (LLMs). MoE models facilitate scalability by enabling sparse parameter activation. However, traditional MoE architecture uses homogeneous experts of a uniform size, activating a fixed number of parameters irrespective of input complexity and thus limiting computational efficiency. To overcome this limitation, we introduce Grove MoE, a novel architecture incorporating experts of varying sizes, inspired by the heterogeneous big.LITTLE CPU architecture. This architecture features novel adjugate experts with a dynamic activation mechanism, enabling model capacity expansion while maintaining manageable computational overhead. Building on this architecture, we present GroveMoE-Base and GroveMoE-Inst, 33B-parameter LLMs developed by applying an upcycling strategy to the Qwen3-30B-A3B-Base model during mid-training and post-training. GroveMoE models dynamically activate 3.14-3.28B parameters based on token complexity and achieve performance comparable to SOTA open-source models of similar or even larger size.
Unchosen Experts Can Contribute Too: Unleashing MoE Models' Power by Self-Contrast
Mixture-of-Experts (MoE) has emerged as a prominent architecture for scaling model size while maintaining computational efficiency. In MoE, each token in the input sequence activates a different subset of experts determined by a routing mechanism. However, the unchosen experts in MoE models do not contribute to the output, potentially leading to underutilization of the model's capacity. In this work, we first conduct exploratory studies to demonstrate that increasing the number of activated experts does not necessarily improve and can even degrade the output quality. Then, we show that output distributions from an MoE model using different routing strategies substantially differ, indicating that different experts do not always act synergistically. Motivated by these findings, we propose Self-Contrast Mixture-of-Experts (SCMoE), a training-free strategy that utilizes unchosen experts in a self-contrast manner during inference. In SCMoE, the next-token probabilities are determined by contrasting the outputs from strong and weak activation using the same MoE model. Our method is conceptually simple and computationally lightweight, as it incurs minimal latency compared to greedy decoding. Experiments on several benchmarks (GSM8K, StrategyQA, MBPP and HumanEval) demonstrate that SCMoE can consistently enhance Mixtral 8x7B's reasoning capability across various domains. For example, it improves the accuracy on GSM8K from 61.79 to 66.94. Moreover, combining SCMoE with self-consistency yields additional gains, increasing major@20 accuracy from 75.59 to 78.31.
Policy Evaluation and Temporal-Difference Learning in Continuous Time and Space: A Martingale Approach
We propose a unified framework to study policy evaluation (PE) and the associated temporal difference (TD) methods for reinforcement learning in continuous time and space. We show that PE is equivalent to maintaining the martingale condition of a process. From this perspective, we find that the mean--square TD error approximates the quadratic variation of the martingale and thus is not a suitable objective for PE. We present two methods to use the martingale characterization for designing PE algorithms. The first one minimizes a "martingale loss function", whose solution is proved to be the best approximation of the true value function in the mean--square sense. This method interprets the classical gradient Monte-Carlo algorithm. The second method is based on a system of equations called the "martingale orthogonality conditions" with test functions. Solving these equations in different ways recovers various classical TD algorithms, such as TD(lambda), LSTD, and GTD. Different choices of test functions determine in what sense the resulting solutions approximate the true value function. Moreover, we prove that any convergent time-discretized algorithm converges to its continuous-time counterpart as the mesh size goes to zero, and we provide the convergence rate. We demonstrate the theoretical results and corresponding algorithms with numerical experiments and applications.
Guide Your Agent with Adaptive Multimodal Rewards
Developing an agent capable of adapting to unseen environments remains a difficult challenge in imitation learning. This work presents Adaptive Return-conditioned Policy (ARP), an efficient framework designed to enhance the agent's generalization ability using natural language task descriptions and pre-trained multimodal encoders. Our key idea is to calculate a similarity between visual observations and natural language instructions in the pre-trained multimodal embedding space (such as CLIP) and use it as a reward signal. We then train a return-conditioned policy using expert demonstrations labeled with multimodal rewards. Because the multimodal rewards provide adaptive signals at each timestep, our ARP effectively mitigates the goal misgeneralization. This results in superior generalization performances even when faced with unseen text instructions, compared to existing text-conditioned policies. To improve the quality of rewards, we also introduce a fine-tuning method for pre-trained multimodal encoders, further enhancing the performance. Video demonstrations and source code are available on the project website: https://sites.google.com/view/2023arp.
Improving Transformers with Probabilistic Attention Keys
Multi-head attention is a driving force behind state-of-the-art transformers, which achieve remarkable performance across a variety of natural language processing (NLP) and computer vision tasks. It has been observed that for many applications, those attention heads learn redundant embedding, and most of them can be removed without degrading the performance of the model. Inspired by this observation, we propose Transformer with a Mixture of Gaussian Keys (Transformer-MGK), a novel transformer architecture that replaces redundant heads in transformers with a mixture of keys at each head. These mixtures of keys follow a Gaussian mixture model and allow each attention head to focus on different parts of the input sequence efficiently. Compared to its conventional transformer counterpart, Transformer-MGK accelerates training and inference, has fewer parameters, and requires fewer FLOPs to compute while achieving comparable or better accuracy across tasks. Transformer-MGK can also be easily extended to use with linear attention. We empirically demonstrate the advantage of Transformer-MGK in a range of practical applications, including language modeling and tasks that involve very long sequences. On the Wikitext-103 and Long Range Arena benchmark, Transformer-MGKs with 4 heads attain comparable or better performance to the baseline transformers with 8 heads.
Mixture of Experts in Large Language Models
This paper presents a comprehensive review of the Mixture-of-Experts (MoE) architecture in large language models, highlighting its ability to significantly enhance model performance while maintaining minimal computational overhead. Through a systematic analysis spanning theoretical foundations, core architectural designs, and large language model (LLM) applications, we examine expert gating and routing mechanisms, hierarchical and sparse MoE configurations, meta-learning approaches, multimodal and multitask learning scenarios, real-world deployment cases, and recent advances and challenges in deep learning. Our analysis identifies key advantages of MoE, including superior model capacity compared to equivalent Bayesian approaches, improved task-specific performance, and the ability to scale model capacity efficiently. We also underscore the importance of ensuring expert diversity, accurate calibration, and reliable inference aggregation, as these are essential for maximizing the effectiveness of MoE architectures. Finally, this review outlines current research limitations, open challenges, and promising future directions, providing a foundation for continued innovation in MoE architecture and its applications.
Contrastive UCB: Provably Efficient Contrastive Self-Supervised Learning in Online Reinforcement Learning
In view of its power in extracting feature representation, contrastive self-supervised learning has been successfully integrated into the practice of (deep) reinforcement learning (RL), leading to efficient policy learning in various applications. Despite its tremendous empirical successes, the understanding of contrastive learning for RL remains elusive. To narrow such a gap, we study how RL can be empowered by contrastive learning in a class of Markov decision processes (MDPs) and Markov games (MGs) with low-rank transitions. For both models, we propose to extract the correct feature representations of the low-rank model by minimizing a contrastive loss. Moreover, under the online setting, we propose novel upper confidence bound (UCB)-type algorithms that incorporate such a contrastive loss with online RL algorithms for MDPs or MGs. We further theoretically prove that our algorithm recovers the true representations and simultaneously achieves sample efficiency in learning the optimal policy and Nash equilibrium in MDPs and MGs. We also provide empirical studies to demonstrate the efficacy of the UCB-based contrastive learning method for RL. To the best of our knowledge, we provide the first provably efficient online RL algorithm that incorporates contrastive learning for representation learning. Our codes are available at https://github.com/Baichenjia/Contrastive-UCB.
Entity Divider with Language Grounding in Multi-Agent Reinforcement Learning
We investigate the use of natural language to drive the generalization of policies in multi-agent settings. Unlike single-agent settings, the generalization of policies should also consider the influence of other agents. Besides, with the increasing number of entities in multi-agent settings, more agent-entity interactions are needed for language grounding, and the enormous search space could impede the learning process. Moreover, given a simple general instruction,e.g., beating all enemies, agents are required to decompose it into multiple subgoals and figure out the right one to focus on. Inspired by previous work, we try to address these issues at the entity level and propose a novel framework for language grounding in multi-agent reinforcement learning, entity divider (EnDi). EnDi enables agents to independently learn subgoal division at the entity level and act in the environment based on the associated entities. The subgoal division is regularized by opponent modeling to avoid subgoal conflicts and promote coordinated strategies. Empirically, EnDi demonstrates the strong generalization ability to unseen games with new dynamics and expresses the superiority over existing methods.