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SubscribeQ-Transformer: Scalable Offline Reinforcement Learning via Autoregressive Q-Functions
In this work, we present a scalable reinforcement learning method for training multi-task policies from large offline datasets that can leverage both human demonstrations and autonomously collected data. Our method uses a Transformer to provide a scalable representation for Q-functions trained via offline temporal difference backups. We therefore refer to the method as Q-Transformer. By discretizing each action dimension and representing the Q-value of each action dimension as separate tokens, we can apply effective high-capacity sequence modeling techniques for Q-learning. We present several design decisions that enable good performance with offline RL training, and show that Q-Transformer outperforms prior offline RL algorithms and imitation learning techniques on a large diverse real-world robotic manipulation task suite. The project's website and videos can be found at https://q-transformer.github.io
Digi-Q: Learning Q-Value Functions for Training Device-Control Agents
While a number of existing approaches for building foundation model agents rely on prompting or fine-tuning with human demonstrations, it is not sufficient in dynamic environments (e.g., mobile device control). On-policy reinforcement learning (RL) should address these limitations, but collecting actual rollouts in an environment is often undesirable in truly open-ended agentic problems such as mobile device control or interacting with humans, where each unit of interaction is associated with a cost. In such scenarios, a method for policy learning that can utilize off-policy experience by learning a trained action-value function is much more effective. In this paper, we develop an approach, called Digi-Q, to train VLM-based action-value Q-functions which are then used to extract the agent policy. We study our approach in the mobile device control setting. Digi-Q trains the Q-function using offline temporal-difference (TD) learning, on top of frozen, intermediate-layer features of a VLM. Compared to fine-tuning the whole VLM, this approach saves us compute and enhances scalability. To make the VLM features amenable for representing the Q-function, we need to employ an initial phase of fine-tuning to amplify coverage over actionable information needed for value function. Once trained, we use this Q-function via a Best-of-N policy extraction operator that imitates the best action out of multiple candidate actions from the current policy as ranked by the value function, enabling policy improvement without environment interaction. Digi-Q outperforms several prior methods on user-scale device control tasks in Android-in-the-Wild, attaining 21.2% improvement over prior best-performing method. In some cases, our Digi-Q approach already matches state-of-the-art RL methods that require interaction. The project is open-sourced at https://github.com/DigiRL-agent/digiq
LOQA: Learning with Opponent Q-Learning Awareness
In various real-world scenarios, interactions among agents often resemble the dynamics of general-sum games, where each agent strives to optimize its own utility. Despite the ubiquitous relevance of such settings, decentralized machine learning algorithms have struggled to find equilibria that maximize individual utility while preserving social welfare. In this paper we introduce Learning with Opponent Q-Learning Awareness (LOQA), a novel, decentralized reinforcement learning algorithm tailored to optimizing an agent's individual utility while fostering cooperation among adversaries in partially competitive environments. LOQA assumes the opponent samples actions proportionally to their action-value function Q. Experimental results demonstrate the effectiveness of LOQA at achieving state-of-the-art performance in benchmark scenarios such as the Iterated Prisoner's Dilemma and the Coin Game. LOQA achieves these outcomes with a significantly reduced computational footprint, making it a promising approach for practical multi-agent applications.
Reinforcement Learning from Diffusion Feedback: Q* for Image Search
Large vision-language models are steadily gaining personalization capabilities at the cost of fine-tuning or data augmentation. We present two models for image generation using model-agnostic learning that align semantic priors with generative capabilities. RLDF, or Reinforcement Learning from Diffusion Feedback, is a singular approach for visual imitation through prior-preserving reward function guidance. This employs Q-learning (with standard Q*) for generation and follows a semantic-rewarded trajectory for image search through finite encoding-tailored actions. The second proposed method, noisy diffusion gradient, is optimization driven. At the root of both methods is a special CFG encoding that we propose for continual semantic guidance. Using only a single input image and no text input, RLDF generates high-quality images over varied domains including retail, sports and agriculture showcasing class-consistency and strong visual diversity. Project website is available at https://infernolia.github.io/RLDF.
Deep-Q Learning with Hybrid Quantum Neural Network on Solving Maze Problems
Quantum computing holds great potential for advancing the limitations of machine learning algorithms to handle higher dimensions of data and reduce overall training parameters in deep learning (DL) models. This study uses a trainable variational quantum circuit (VQC) on a gate-based quantum computing model to investigate the potential for quantum benefit in a model-free reinforcement learning problem. Through a comprehensive investigation and evaluation of the current model and capabilities of quantum computers, we designed and trained a novel hybrid quantum neural network based on the latest Qiskit and PyTorch framework. We compared its performance with a full-classical CNN with and without an incorporated VQC. Our research provides insights into the potential of deep quantum learning to solve a maze problem and, potentially, other reinforcement learning problems. We conclude that reinforcement learning problems can be practical with reasonable training epochs. Moreover, a comparative study of full-classical and hybrid quantum neural networks is discussed to understand these two approaches' performance, advantages, and disadvantages to deep-Q learning problems, especially on larger-scale maze problems larger than 4x4.
Quantitative Trading using Deep Q Learning
Reinforcement learning (RL) is a branch of machine learning that has been used in a variety of applications such as robotics, game playing, and autonomous systems. In recent years, there has been growing interest in applying RL to quantitative trading, where the goal is to make profitable trades in financial markets. This paper explores the use of RL in quantitative trading and presents a case study of a RL-based trading algorithm. The results show that RL can be a powerful tool for quantitative trading, and that it has the potential to outperform traditional trading algorithms. The use of reinforcement learning in quantitative trading represents a promising area of research that can potentially lead to the development of more sophisticated and effective trading systems. Future work could explore the use of alternative reinforcement learning algorithms, incorporate additional data sources, and test the system on different asset classes. Overall, our research demonstrates the potential of using reinforcement learning in quantitative trading and highlights the importance of continued research and development in this area. By developing more sophisticated and effective trading systems, we can potentially improve the efficiency of financial markets and generate greater returns for investors.
Analytically Tractable Bayesian Deep Q-Learning
Reinforcement learning (RL) has gained increasing interest since the demonstration it was able to reach human performance on video game benchmarks using deep Q-learning (DQN). The current consensus for training neural networks on such complex environments is to rely on gradient-based optimization. Although alternative Bayesian deep learning methods exist, most of them still rely on gradient-based optimization, and they typically do not scale on benchmarks such as the Atari game environment. Moreover none of these approaches allow performing the analytical inference for the weights and biases defining the neural network. In this paper, we present how we can adapt the temporal difference Q-learning framework to make it compatible with the tractable approximate Gaussian inference (TAGI), which allows learning the parameters of a neural network using a closed-form analytical method. Throughout the experiments with on- and off-policy reinforcement learning approaches, we demonstrate that TAGI can reach a performance comparable to backpropagation-trained networks while using fewer hyperparameters, and without relying on gradient-based optimization.
Bootstrapped Q-learning with Context Relevant Observation Pruning to Generalize in Text-based Games
We show that Reinforcement Learning (RL) methods for solving Text-Based Games (TBGs) often fail to generalize on unseen games, especially in small data regimes. To address this issue, we propose Context Relevant Episodic State Truncation (CREST) for irrelevant token removal in observation text for improved generalization. Our method first trains a base model using Q-learning, which typically overfits the training games. The base model's action token distribution is used to perform observation pruning that removes irrelevant tokens. A second bootstrapped model is then retrained on the pruned observation text. Our bootstrapped agent shows improved generalization in solving unseen TextWorld games, using 10x-20x fewer training games compared to previous state-of-the-art methods despite requiring less number of training episodes.
Harnessing Deep Q-Learning for Enhanced Statistical Arbitrage in High-Frequency Trading: A Comprehensive Exploration
The realm of High-Frequency Trading (HFT) is characterized by rapid decision-making processes that capitalize on fleeting market inefficiencies. As the financial markets become increasingly competitive, there is a pressing need for innovative strategies that can adapt and evolve with changing market dynamics. Enter Reinforcement Learning (RL), a branch of machine learning where agents learn by interacting with their environment, making it an intriguing candidate for HFT applications. This paper dives deep into the integration of RL in statistical arbitrage strategies tailored for HFT scenarios. By leveraging the adaptive learning capabilities of RL, we explore its potential to unearth patterns and devise trading strategies that traditional methods might overlook. We delve into the intricate exploration-exploitation trade-offs inherent in RL and how they manifest in the volatile world of HFT. Furthermore, we confront the challenges of applying RL in non-stationary environments, typical of financial markets, and investigate methodologies to mitigate associated risks. Through extensive simulations and backtests, our research reveals that RL not only enhances the adaptability of trading strategies but also shows promise in improving profitability metrics and risk-adjusted returns. This paper, therefore, positions RL as a pivotal tool for the next generation of HFT-based statistical arbitrage, offering insights for both researchers and practitioners in the field.
Contextual Conservative Q-Learning for Offline Reinforcement Learning
Offline reinforcement learning learns an effective policy on offline datasets without online interaction, and it attracts persistent research attention due to its potential of practical application. However, extrapolation error generated by distribution shift will still lead to the overestimation for those actions that transit to out-of-distribution(OOD) states, which degrades the reliability and robustness of the offline policy. In this paper, we propose Contextual Conservative Q-Learning(C-CQL) to learn a robustly reliable policy through the contextual information captured via an inverse dynamics model. With the supervision of the inverse dynamics model, it tends to learn a policy that generates stable transition at perturbed states, for the fact that pertuebed states are a common kind of OOD states. In this manner, we enable the learnt policy more likely to generate transition that destines to the empirical next state distributions of the offline dataset, i.e., robustly reliable transition. Besides, we theoretically reveal that C-CQL is the generalization of the Conservative Q-Learning(CQL) and aggressive State Deviation Correction(SDC). Finally, experimental results demonstrate the proposed C-CQL achieves the state-of-the-art performance in most environments of offline Mujoco suite and a noisy Mujoco setting.
Dropout Q-Functions for Doubly Efficient Reinforcement Learning
Randomized ensembled double Q-learning (REDQ) (Chen et al., 2021b) has recently achieved state-of-the-art sample efficiency on continuous-action reinforcement learning benchmarks. This superior sample efficiency is made possible by using a large Q-function ensemble. However, REDQ is much less computationally efficient than non-ensemble counterparts such as Soft Actor-Critic (SAC) (Haarnoja et al., 2018a). To make REDQ more computationally efficient, we propose a method of improving computational efficiency called DroQ, which is a variant of REDQ that uses a small ensemble of dropout Q-functions. Our dropout Q-functions are simple Q-functions equipped with dropout connection and layer normalization. Despite its simplicity of implementation, our experimental results indicate that DroQ is doubly (sample and computationally) efficient. It achieved comparable sample efficiency with REDQ, much better computational efficiency than REDQ, and comparable computational efficiency with that of SAC.
Stabilizing Deep Q-Learning with ConvNets and Vision Transformers under Data Augmentation
While agents trained by Reinforcement Learning (RL) can solve increasingly challenging tasks directly from visual observations, generalizing learned skills to novel environments remains very challenging. Extensive use of data augmentation is a promising technique for improving generalization in RL, but it is often found to decrease sample efficiency and can even lead to divergence. In this paper, we investigate causes of instability when using data augmentation in common off-policy RL algorithms. We identify two problems, both rooted in high-variance Q-targets. Based on our findings, we propose a simple yet effective technique for stabilizing this class of algorithms under augmentation. We perform extensive empirical evaluation of image-based RL using both ConvNets and Vision Transformers (ViT) on a family of benchmarks based on DeepMind Control Suite, as well as in robotic manipulation tasks. Our method greatly improves stability and sample efficiency of ConvNets under augmentation, and achieves generalization results competitive with state-of-the-art methods for image-based RL in environments with unseen visuals. We further show that our method scales to RL with ViT-based architectures, and that data augmentation may be especially important in this setting.
Action Q-Transformer: Visual Explanation in Deep Reinforcement Learning with Encoder-Decoder Model using Action Query
The excellent performance of Transformer in supervised learning has led to growing interest in its potential application to deep reinforcement learning (DRL) to achieve high performance on a wide variety of problems. However, the decision making of a DRL agent is a black box, which greatly hinders the application of the agent to real-world problems. To address this problem, we propose the Action Q-Transformer (AQT), which introduces a transformer encoder-decoder structure to Q-learning based DRL methods. In AQT, the encoder calculates the state value function and the decoder calculates the advantage function to promote the acquisition of different attentions indicating the agent's decision-making. The decoder in AQT utilizes action queries, which represent the information of each action, as queries. This enables us to obtain the attentions for the state value and for each action. By acquiring and visualizing these attentions that detail the agent's decision-making, we achieve a DRL model with high interpretability. In this paper, we show that visualization of attention in Atari 2600 games enables detailed analysis of agents' decision-making in various game tasks. Further, experimental results demonstrate that our method can achieve higher performance than the baseline in some games.
Convergence Results For Q-Learning With Experience Replay
A commonly used heuristic in RL is experience replay (e.g.~lin1993reinforcement, mnih2015human), in which a learner stores and re-uses past trajectories as if they were sampled online. In this work, we initiate a rigorous study of this heuristic in the setting of tabular Q-learning. We provide a convergence rate guarantee, and discuss how it compares to the convergence of Q-learning depending on important parameters such as the frequency and number of replay iterations. We also provide theoretical evidence showing when we might expect this heuristic to strictly improve performance, by introducing and analyzing a simple class of MDPs. Finally, we provide some experiments to support our theoretical findings.
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.
A Theoretical Analysis of Deep Q-Learning
Despite the great empirical success of deep reinforcement learning, its theoretical foundation is less well understood. In this work, we make the first attempt to theoretically understand the deep Q-network (DQN) algorithm (Mnih et al., 2015) from both algorithmic and statistical perspectives. In specific, we focus on a slight simplification of DQN that fully captures its key features. Under mild assumptions, we establish the algorithmic and statistical rates of convergence for the action-value functions of the iterative policy sequence obtained by DQN. In particular, the statistical error characterizes the bias and variance that arise from approximating the action-value function using deep neural network, while the algorithmic error converges to zero at a geometric rate. As a byproduct, our analysis provides justifications for the techniques of experience replay and target network, which are crucial to the empirical success of DQN. Furthermore, as a simple extension of DQN, we propose the Minimax-DQN algorithm for zero-sum Markov game with two players. Borrowing the analysis of DQN, we also quantify the difference between the policies obtained by Minimax-DQN and the Nash equilibrium of the Markov game in terms of both the algorithmic and statistical rates of convergence.
Learning Synergies between Pushing and Grasping with Self-supervised Deep Reinforcement Learning
Skilled robotic manipulation benefits from complex synergies between non-prehensile (e.g. pushing) and prehensile (e.g. grasping) actions: pushing can help rearrange cluttered objects to make space for arms and fingers; likewise, grasping can help displace objects to make pushing movements more precise and collision-free. In this work, we demonstrate that it is possible to discover and learn these synergies from scratch through model-free deep reinforcement learning. Our method involves training two fully convolutional networks that map from visual observations to actions: one infers the utility of pushes for a dense pixel-wise sampling of end effector orientations and locations, while the other does the same for grasping. Both networks are trained jointly in a Q-learning framework and are entirely self-supervised by trial and error, where rewards are provided from successful grasps. In this way, our policy learns pushing motions that enable future grasps, while learning grasps that can leverage past pushes. During picking experiments in both simulation and real-world scenarios, we find that our system quickly learns complex behaviors amid challenging cases of clutter, and achieves better grasping success rates and picking efficiencies than baseline alternatives after only a few hours of training. We further demonstrate that our method is capable of generalizing to novel objects. Qualitative results (videos), code, pre-trained models, and simulation environments are available at http://vpg.cs.princeton.edu
Towards Robust Offline Reinforcement Learning under Diverse Data Corruption
Offline reinforcement learning (RL) presents a promising approach for learning reinforced policies from offline datasets without the need for costly or unsafe interactions with the environment. However, datasets collected by humans in real-world environments are often noisy and may even be maliciously corrupted, which can significantly degrade the performance of offline RL. In this work, we first investigate the performance of current offline RL algorithms under comprehensive data corruption, including states, actions, rewards, and dynamics. Our extensive experiments reveal that implicit Q-learning (IQL) demonstrates remarkable resilience to data corruption among various offline RL algorithms. Furthermore, we conduct both empirical and theoretical analyses to understand IQL's robust performance, identifying its supervised policy learning scheme as the key factor. Despite its relative robustness, IQL still suffers from heavy-tail targets of Q functions under dynamics corruption. To tackle this challenge, we draw inspiration from robust statistics to employ the Huber loss to handle the heavy-tailedness and utilize quantile estimators to balance penalization for corrupted data and learning stability. By incorporating these simple yet effective modifications into IQL, we propose a more robust offline RL approach named Robust IQL (RIQL). Extensive experiments demonstrate that RIQL exhibits highly robust performance when subjected to diverse data corruption scenarios.
Streaming Deep Reinforcement Learning Finally Works
Natural intelligence processes experience as a continuous stream, sensing, acting, and learning moment-by-moment in real time. Streaming learning, the modus operandi of classic reinforcement learning (RL) algorithms like Q-learning and TD, mimics natural learning by using the most recent sample without storing it. This approach is also ideal for resource-constrained, communication-limited, and privacy-sensitive applications. However, in deep RL, learners almost always use batch updates and replay buffers, making them computationally expensive and incompatible with streaming learning. Although the prevalence of batch deep RL is often attributed to its sample efficiency, a more critical reason for the absence of streaming deep RL is its frequent instability and failure to learn, which we refer to as stream barrier. This paper introduces the stream-x algorithms, the first class of deep RL algorithms to overcome stream barrier for both prediction and control and match sample efficiency of batch RL. Through experiments in Mujoco Gym, DM Control Suite, and Atari Games, we demonstrate stream barrier in existing algorithms and successful stable learning with our stream-x algorithms: stream Q, stream AC, and stream TD, achieving the best model-free performance in DM Control Dog environments. A set of common techniques underlies the stream-x algorithms, enabling their success with a single set of hyperparameters and allowing for easy extension to other algorithms, thereby reviving streaming RL.
Efficient Episodic Memory Utilization of Cooperative Multi-Agent Reinforcement Learning
In cooperative multi-agent reinforcement learning (MARL), agents aim to achieve a common goal, such as defeating enemies or scoring a goal. Existing MARL algorithms are effective but still require significant learning time and often get trapped in local optima by complex tasks, subsequently failing to discover a goal-reaching policy. To address this, we introduce Efficient episodic Memory Utilization (EMU) for MARL, with two primary objectives: (a) accelerating reinforcement learning by leveraging semantically coherent memory from an episodic buffer and (b) selectively promoting desirable transitions to prevent local convergence. To achieve (a), EMU incorporates a trainable encoder/decoder structure alongside MARL, creating coherent memory embeddings that facilitate exploratory memory recall. To achieve (b), EMU introduces a novel reward structure called episodic incentive based on the desirability of states. This reward improves the TD target in Q-learning and acts as an additional incentive for desirable transitions. We provide theoretical support for the proposed incentive and demonstrate the effectiveness of EMU compared to conventional episodic control. The proposed method is evaluated in StarCraft II and Google Research Football, and empirical results indicate further performance improvement over state-of-the-art methods.
A Comparative Analysis of Portfolio Optimization Using Mean-Variance, Hierarchical Risk Parity, and Reinforcement Learning Approaches on the Indian Stock Market
This paper presents a comparative analysis of the performances of three portfolio optimization approaches. Three approaches of portfolio optimization that are considered in this work are the mean-variance portfolio (MVP), hierarchical risk parity (HRP) portfolio, and reinforcement learning-based portfolio. The portfolios are trained and tested over several stock data and their performances are compared on their annual returns, annual risks, and Sharpe ratios. In the reinforcement learning-based portfolio design approach, the deep Q learning technique has been utilized. Due to the large number of possible states, the construction of the Q-table is done using a deep neural network. The historical prices of the 50 premier stocks from the Indian stock market, known as the NIFTY50 stocks, and several stocks from 10 important sectors of the Indian stock market are used to create the environment for training the agent.
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.
Continuous control with deep reinforcement learning
We adapt the ideas underlying the success of Deep Q-Learning to the continuous action domain. We present an actor-critic, model-free algorithm based on the deterministic policy gradient that can operate over continuous action spaces. Using the same learning algorithm, network architecture and hyper-parameters, our algorithm robustly solves more than 20 simulated physics tasks, including classic problems such as cartpole swing-up, dexterous manipulation, legged locomotion and car driving. Our algorithm is able to find policies whose performance is competitive with those found by a planning algorithm with full access to the dynamics of the domain and its derivatives. We further demonstrate that for many of the tasks the algorithm can learn policies end-to-end: directly from raw pixel inputs.
Multi-Agent Reinforcement Learning for Offloading Cellular Communications with Cooperating UAVs
Effective solutions for intelligent data collection in terrestrial cellular networks are crucial, especially in the context of Internet of Things applications. The limited spectrum and coverage area of terrestrial base stations pose challenges in meeting the escalating data rate demands of network users. Unmanned aerial vehicles, known for their high agility, mobility, and flexibility, present an alternative means to offload data traffic from terrestrial BSs, serving as additional access points. This paper introduces a novel approach to efficiently maximize the utilization of multiple UAVs for data traffic offloading from terrestrial BSs. Specifically, the focus is on maximizing user association with UAVs by jointly optimizing UAV trajectories and users association indicators under quality of service constraints. Since, the formulated UAVs control problem is nonconvex and combinatorial, this study leverages the multi agent reinforcement learning framework. In this framework, each UAV acts as an independent agent, aiming to maintain inter UAV cooperative behavior. The proposed approach utilizes the finite state Markov decision process to account for UAVs velocity constraints and the relationship between their trajectories and state space. A low complexity distributed state action reward state action algorithm is presented to determine UAVs optimal sequential decision making policies over training episodes. The extensive simulation results validate the proposed analysis and offer valuable insights into the optimal UAV trajectories. The derived trajectories demonstrate superior average UAV association performance compared to benchmark techniques such as Q learning and particle swarm optimization.
Reasoning with Latent Diffusion in Offline Reinforcement Learning
Offline reinforcement learning (RL) holds promise as a means to learn high-reward policies from a static dataset, without the need for further environment interactions. However, a key challenge in offline RL lies in effectively stitching portions of suboptimal trajectories from the static dataset while avoiding extrapolation errors arising due to a lack of support in the dataset. Existing approaches use conservative methods that are tricky to tune and struggle with multi-modal data (as we show) or rely on noisy Monte Carlo return-to-go samples for reward conditioning. In this work, we propose a novel approach that leverages the expressiveness of latent diffusion to model in-support trajectory sequences as compressed latent skills. This facilitates learning a Q-function while avoiding extrapolation error via batch-constraining. The latent space is also expressive and gracefully copes with multi-modal data. We show that the learned temporally-abstract latent space encodes richer task-specific information for offline RL tasks as compared to raw state-actions. This improves credit assignment and facilitates faster reward propagation during Q-learning. Our method demonstrates state-of-the-art performance on the D4RL benchmarks, particularly excelling in long-horizon, sparse-reward tasks.
Traffic Light Control with Reinforcement Learning
Traffic light control is important for reducing congestion in urban mobility systems. This paper proposes a real-time traffic light control method using deep Q learning. Our approach incorporates a reward function considering queue lengths, delays, travel time, and throughput. The model dynamically decides phase changes based on current traffic conditions. The training of the deep Q network involves an offline stage from pre-generated data with fixed schedules and an online stage using real-time traffic data. A deep Q network structure with a "phase gate" component is used to simplify the model's learning task under different phases. A "memory palace" mechanism is used to address sample imbalance during the training process. We validate our approach using both synthetic and real-world traffic flow data on a road intersecting in Hangzhou, China. Results demonstrate significant performance improvements of the proposed method in reducing vehicle waiting time (57.1% to 100%), queue lengths (40.9% to 100%), and total travel time (16.8% to 68.0%) compared to traditional fixed signal plans.
On the Learning and Learnability of Quasimetrics
Our world is full of asymmetries. Gravity and wind can make reaching a place easier than coming back. Social artifacts such as genealogy charts and citation graphs are inherently directed. In reinforcement learning and control, optimal goal-reaching strategies are rarely reversible (symmetrical). Distance functions supported on these asymmetrical structures are called quasimetrics. Despite their common appearance, little research has been done on the learning of quasimetrics. Our theoretical analysis reveals that a common class of learning algorithms, including unconstrained multilayer perceptrons (MLPs), provably fails to learn a quasimetric consistent with training data. In contrast, our proposed Poisson Quasimetric Embedding (PQE) is the first quasimetric learning formulation that both is learnable with gradient-based optimization and enjoys strong performance guarantees. Experiments on random graphs, social graphs, and offline Q-learning demonstrate its effectiveness over many common baselines.
Offline Decentralized Multi-Agent Reinforcement Learning
In many real-world multi-agent cooperative tasks, due to high cost and risk, agents cannot continuously interact with the environment and collect experiences during learning, but have to learn from offline datasets. However, the transition dynamics in the dataset of each agent can be much different from the ones induced by the learned policies of other agents in execution, creating large errors in value estimates. Consequently, agents learn uncoordinated low-performing policies. In this paper, we propose a framework for offline decentralized multi-agent reinforcement learning, which exploits value deviation and transition normalization to deliberately modify the transition probabilities. Value deviation optimistically increases the transition probabilities of high-value next states, and transition normalization normalizes the transition probabilities of next states. They together enable agents to learn high-performing and coordinated policies. Theoretically, we prove the convergence of Q-learning under the altered non-stationary transition dynamics. Empirically, we show that the framework can be easily built on many existing offline reinforcement learning algorithms and achieve substantial improvement in a variety of multi-agent tasks.
Imitating Language via Scalable Inverse Reinforcement Learning
The majority of language model training builds on imitation learning. It covers pretraining, supervised fine-tuning, and affects the starting conditions for reinforcement learning from human feedback (RLHF). The simplicity and scalability of maximum likelihood estimation (MLE) for next token prediction led to its role as predominant paradigm. However, the broader field of imitation learning can more effectively utilize the sequential structure underlying autoregressive generation. We focus on investigating the inverse reinforcement learning (IRL) perspective to imitation, extracting rewards and directly optimizing sequences instead of individual token likelihoods and evaluate its benefits for fine-tuning large language models. We provide a new angle, reformulating inverse soft-Q-learning as a temporal difference regularized extension of MLE. This creates a principled connection between MLE and IRL and allows trading off added complexity with increased performance and diversity of generations in the supervised fine-tuning (SFT) setting. We find clear advantages for IRL-based imitation, in particular for retaining diversity while maximizing task performance, rendering IRL a strong alternative on fixed SFT datasets even without online data generation. Our analysis of IRL-extracted reward functions further indicates benefits for more robust reward functions via tighter integration of supervised and preference-based LLM post-training.
Distributional Reinforcement Learning-based Energy Arbitrage Strategies in Imbalance Settlement Mechanism
Growth in the penetration of renewable energy sources makes supply more uncertain and leads to an increase in the system imbalance. This trend, together with the single imbalance pricing, opens an opportunity for balance responsible parties (BRPs) to perform energy arbitrage in the imbalance settlement mechanism. To this end, we propose a battery control framework based on distributional reinforcement learning (DRL). Our proposed control framework takes a risk-sensitive perspective, allowing BRPs to adjust their risk preferences: we aim to optimize a weighted sum of the arbitrage profit and a risk measure while constraining the daily number of cycles for the battery. We assess the performance of our proposed control framework using the Belgian imbalance prices of 2022 and compare two state-of-the-art RL methods, deep Q learning and soft actor-critic. Results reveal that the distributional soft actor-critic method can outperform other methods. Moreover, we note that our fully risk-averse agent appropriately learns to hedge against the risk related to the unknown imbalance price by (dis)charging the battery only when the agent is more certain about the price.
When should we prefer Decision Transformers for Offline Reinforcement Learning?
Offline reinforcement learning (RL) allows agents to learn effective, return-maximizing policies from a static dataset. Three popular algorithms for offline RL are Conservative Q-Learning (CQL), Behavior Cloning (BC), and Decision Transformer (DT), from the class of Q-Learning, Imitation Learning, and Sequence Modeling respectively. A key open question is: which algorithm is preferred under what conditions? We study this question empirically by exploring the performance of these algorithms across the commonly used D4RL and Robomimic benchmarks. We design targeted experiments to understand their behavior concerning data suboptimality, task complexity, and stochasticity. Our key findings are: (1) DT requires more data than CQL to learn competitive policies but is more robust; (2) DT is a substantially better choice than both CQL and BC in sparse-reward and low-quality data settings; (3) DT and BC are preferable as task horizon increases, or when data is obtained from human demonstrators; and (4) CQL excels in situations characterized by the combination of high stochasticity and low data quality. We also investigate architectural choices and scaling trends for DT on Atari and D4RL and make design/scaling recommendations. We find that scaling the amount of data for DT by 5x gives a 2.5x average score improvement on Atari.
Bootstrapped Meta-Learning
Meta-learning empowers artificial intelligence to increase its efficiency by learning how to learn. Unlocking this potential involves overcoming a challenging meta-optimisation problem. We propose an algorithm that tackles this problem by letting the meta-learner teach itself. The algorithm first bootstraps a target from the meta-learner, then optimises the meta-learner by minimising the distance to that target under a chosen (pseudo-)metric. Focusing on meta-learning with gradients, we establish conditions that guarantee performance improvements and show that the metric can control meta-optimisation. Meanwhile, the bootstrapping mechanism can extend the effective meta-learning horizon without requiring backpropagation through all updates. We achieve a new state-of-the art for model-free agents on the Atari ALE benchmark and demonstrate that it yields both performance and efficiency gains in multi-task meta-learning. Finally, we explore how bootstrapping opens up new possibilities and find that it can meta-learn efficient exploration in an epsilon-greedy Q-learning agent, without backpropagating through the update rule.
Deep Neuroevolution: Genetic Algorithms Are a Competitive Alternative for Training Deep Neural Networks for Reinforcement Learning
Deep artificial neural networks (DNNs) are typically trained via gradient-based learning algorithms, namely backpropagation. Evolution strategies (ES) can rival backprop-based algorithms such as Q-learning and policy gradients on challenging deep reinforcement learning (RL) problems. However, ES can be considered a gradient-based algorithm because it performs stochastic gradient descent via an operation similar to a finite-difference approximation of the gradient. That raises the question of whether non-gradient-based evolutionary algorithms can work at DNN scales. Here we demonstrate they can: we evolve the weights of a DNN with a simple, gradient-free, population-based genetic algorithm (GA) and it performs well on hard deep RL problems, including Atari and humanoid locomotion. The Deep GA successfully evolves networks with over four million free parameters, the largest neural networks ever evolved with a traditional evolutionary algorithm. These results (1) expand our sense of the scale at which GAs can operate, (2) suggest intriguingly that in some cases following the gradient is not the best choice for optimizing performance, and (3) make immediately available the multitude of neuroevolution techniques that improve performance. We demonstrate the latter by showing that combining DNNs with novelty search, which encourages exploration on tasks with deceptive or sparse reward functions, can solve a high-dimensional problem on which reward-maximizing algorithms (e.g.\ DQN, A3C, ES, and the GA) fail. Additionally, the Deep GA is faster than ES, A3C, and DQN (it can train Atari in {raise.17ex\scriptstyle\sim}4 hours on one desktop or {raise.17ex\scriptstyle\sim}1 hour distributed on 720 cores), and enables a state-of-the-art, up to 10,000-fold compact encoding technique.
Playing Atari with Deep Reinforcement Learning
We present the first deep learning model to successfully learn control policies directly from high-dimensional sensory input using reinforcement learning. The model is a convolutional neural network, trained with a variant of Q-learning, whose input is raw pixels and whose output is a value function estimating future rewards. We apply our method to seven Atari 2600 games from the Arcade Learning Environment, with no adjustment of the architecture or learning algorithm. We find that it outperforms all previous approaches on six of the games and surpasses a human expert on three of them.
Pre-training with Synthetic Data Helps Offline Reinforcement Learning
Recently, it has been shown that for offline deep reinforcement learning (DRL), pre-training Decision Transformer with a large language corpus can improve downstream performance (Reid et al., 2022). A natural question to ask is whether this performance gain can only be achieved with language pre-training, or can be achieved with simpler pre-training schemes which do not involve language. In this paper, we first show that language is not essential for improved performance, and indeed pre-training with synthetic IID data for a small number of updates can match the performance gains from pre-training with a large language corpus; moreover, pre-training with data generated by a one-step Markov chain can further improve the performance. Inspired by these experimental results, we then consider pre-training Conservative Q-Learning (CQL), a popular offline DRL algorithm, which is Q-learning-based and typically employs a Multi-Layer Perceptron (MLP) backbone. Surprisingly, pre-training with simple synthetic data for a small number of updates can also improve CQL, providing consistent performance improvement on D4RL Gym locomotion datasets. The results of this paper not only illustrate the importance of pre-training for offline DRL but also show that the pre-training data can be synthetic and generated with remarkably simple mechanisms.
Real-World Offline Reinforcement Learning from Vision Language Model Feedback
Offline reinforcement learning can enable policy learning from pre-collected, sub-optimal datasets without online interactions. This makes it ideal for real-world robots and safety-critical scenarios, where collecting online data or expert demonstrations is slow, costly, and risky. However, most existing offline RL works assume the dataset is already labeled with the task rewards, a process that often requires significant human effort, especially when ground-truth states are hard to ascertain (e.g., in the real-world). In this paper, we build on prior work, specifically RL-VLM-F, and propose a novel system that automatically generates reward labels for offline datasets using preference feedback from a vision-language model and a text description of the task. Our method then learns a policy using offline RL with the reward-labeled dataset. We demonstrate the system's applicability to a complex real-world robot-assisted dressing task, where we first learn a reward function using a vision-language model on a sub-optimal offline dataset, and then we use the learned reward to employ Implicit Q learning to develop an effective dressing policy. Our method also performs well in simulation tasks involving the manipulation of rigid and deformable objects, and significantly outperform baselines such as behavior cloning and inverse RL. In summary, we propose a new system that enables automatic reward labeling and policy learning from unlabeled, sub-optimal offline datasets.
Model-Free Robust Average-Reward Reinforcement Learning
Robust Markov decision processes (MDPs) address the challenge of model uncertainty by optimizing the worst-case performance over an uncertainty set of MDPs. In this paper, we focus on the robust average-reward MDPs under the model-free setting. We first theoretically characterize the structure of solutions to the robust average-reward Bellman equation, which is essential for our later convergence analysis. We then design two model-free algorithms, robust relative value iteration (RVI) TD and robust RVI Q-learning, and theoretically prove their convergence to the optimal solution. We provide several widely used uncertainty sets as examples, including those defined by the contamination model, total variation, Chi-squared divergence, Kullback-Leibler (KL) divergence and Wasserstein distance.
Soft Actor-Critic: Off-Policy Maximum Entropy Deep Reinforcement Learning with a Stochastic Actor
Model-free deep reinforcement learning (RL) algorithms have been demonstrated on a range of challenging decision making and control tasks. However, these methods typically suffer from two major challenges: very high sample complexity and brittle convergence properties, which necessitate meticulous hyperparameter tuning. Both of these challenges severely limit the applicability of such methods to complex, real-world domains. In this paper, we propose soft actor-critic, an off-policy actor-critic deep RL algorithm based on the maximum entropy reinforcement learning framework. In this framework, the actor aims to maximize expected reward while also maximizing entropy. That is, to succeed at the task while acting as randomly as possible. Prior deep RL methods based on this framework have been formulated as Q-learning methods. By combining off-policy updates with a stable stochastic actor-critic formulation, our method achieves state-of-the-art performance on a range of continuous control benchmark tasks, outperforming prior on-policy and off-policy methods. Furthermore, we demonstrate that, in contrast to other off-policy algorithms, our approach is very stable, achieving very similar performance across different random seeds.
Self-supervised Deep Reinforcement Learning with Generalized Computation Graphs for Robot Navigation
Enabling robots to autonomously navigate complex environments is essential for real-world deployment. Prior methods approach this problem by having the robot maintain an internal map of the world, and then use a localization and planning method to navigate through the internal map. However, these approaches often include a variety of assumptions, are computationally intensive, and do not learn from failures. In contrast, learning-based methods improve as the robot acts in the environment, but are difficult to deploy in the real-world due to their high sample complexity. To address the need to learn complex policies with few samples, we propose a generalized computation graph that subsumes value-based model-free methods and model-based methods, with specific instantiations interpolating between model-free and model-based. We then instantiate this graph to form a navigation model that learns from raw images and is sample efficient. Our simulated car experiments explore the design decisions of our navigation model, and show our approach outperforms single-step and N-step double Q-learning. We also evaluate our approach on a real-world RC car and show it can learn to navigate through a complex indoor environment with a few hours of fully autonomous, self-supervised training. Videos of the experiments and code can be found at github.com/gkahn13/gcg
Offline Experience Replay for Continual Offline Reinforcement Learning
The capability of continuously learning new skills via a sequence of pre-collected offline datasets is desired for an agent. However, consecutively learning a sequence of offline tasks likely leads to the catastrophic forgetting issue under resource-limited scenarios. In this paper, we formulate a new setting, continual offline reinforcement learning (CORL), where an agent learns a sequence of offline reinforcement learning tasks and pursues good performance on all learned tasks with a small replay buffer without exploring any of the environments of all the sequential tasks. For consistently learning on all sequential tasks, an agent requires acquiring new knowledge and meanwhile preserving old knowledge in an offline manner. To this end, we introduced continual learning algorithms and experimentally found experience replay (ER) to be the most suitable algorithm for the CORL problem. However, we observe that introducing ER into CORL encounters a new distribution shift problem: the mismatch between the experiences in the replay buffer and trajectories from the learned policy. To address such an issue, we propose a new model-based experience selection (MBES) scheme to build the replay buffer, where a transition model is learned to approximate the state distribution. This model is used to bridge the distribution bias between the replay buffer and the learned model by filtering the data from offline data that most closely resembles the learned model for storage. Moreover, in order to enhance the ability on learning new tasks, we retrofit the experience replay method with a new dual behavior cloning (DBC) architecture to avoid the disturbance of behavior-cloning loss on the Q-learning process. In general, we call our algorithm offline experience replay (OER). Extensive experiments demonstrate that our OER method outperforms SOTA baselines in widely-used Mujoco environments.
From $r$ to $Q^*$: Your Language Model is Secretly a Q-Function
Reinforcement Learning From Human Feedback (RLHF) has been a critical to the success of the latest generation of generative AI models. In response to the complex nature of the classical RLHF pipeline, direct alignment algorithms such as Direct Preference Optimization (DPO) have emerged as an alternative approach. Although DPO solves the same objective as the standard RLHF setup, there is a mismatch between the two approaches. Standard RLHF deploys reinforcement learning in a specific token-level MDP, while DPO is derived as a bandit problem in which the whole response of the model is treated as a single arm. In this work we rectify this difference, first we theoretically show that we can derive DPO in the token-level MDP as a general inverse Q-learning algorithm, which satisfies the Bellman equation. Using our theoretical results, we provide three concrete empirical insights. First, we show that because of its token level interpretation, DPO is able to perform some type of credit assignment. Next, we prove that under the token level formulation, classical search-based algorithms, such as MCTS, which have recently been applied to the language generation space, are equivalent to likelihood-based search on a DPO policy. Empirically we show that a simple beam search yields meaningful improvement over the base DPO policy. Finally, we show how the choice of reference policy causes implicit rewards to decline during training. We conclude by discussing applications of our work, including information elicitation in multi-tun dialogue, reasoning, agentic applications and end-to-end training of multi-model systems.
Reactive Exploration to Cope with Non-Stationarity in Lifelong Reinforcement Learning
In lifelong learning, an agent learns throughout its entire life without resets, in a constantly changing environment, as we humans do. Consequently, lifelong learning comes with a plethora of research problems such as continual domain shifts, which result in non-stationary rewards and environment dynamics. These non-stationarities are difficult to detect and cope with due to their continuous nature. Therefore, exploration strategies and learning methods are required that are capable of tracking the steady domain shifts, and adapting to them. We propose Reactive Exploration to track and react to continual domain shifts in lifelong reinforcement learning, and to update the policy correspondingly. To this end, we conduct experiments in order to investigate different exploration strategies. We empirically show that representatives of the policy-gradient family are better suited for lifelong learning, as they adapt more quickly to distribution shifts than Q-learning. Thereby, policy-gradient methods profit the most from Reactive Exploration and show good results in lifelong learning with continual domain shifts. Our code is available at: https://github.com/ml-jku/reactive-exploration.
Predictive Crypto-Asset Automated Market Making Architecture for Decentralized Finance using Deep Reinforcement Learning
The study proposes a quote-driven predictive automated market maker (AMM) platform with on-chain custody and settlement functions, alongside off-chain predictive reinforcement learning capabilities to improve liquidity provision of real-world AMMs. The proposed AMM architecture is an augmentation to the Uniswap V3, a cryptocurrency AMM protocol, by utilizing a novel market equilibrium pricing for reduced divergence and slippage loss. Further, the proposed architecture involves a predictive AMM capability, utilizing a deep hybrid Long Short-Term Memory (LSTM) and Q-learning reinforcement learning framework that looks to improve market efficiency through better forecasts of liquidity concentration ranges, so liquidity starts moving to expected concentration ranges, prior to asset price movement, so that liquidity utilization is improved. The augmented protocol framework is expected have practical real-world implications, by (i) reducing divergence loss for liquidity providers, (ii) reducing slippage for crypto-asset traders, while (iii) improving capital efficiency for liquidity provision for the AMM protocol. To our best knowledge, there are no known protocol or literature that are proposing similar deep learning-augmented AMM that achieves similar capital efficiency and loss minimization objectives for practical real-world applications.
Addressing Function Approximation Error in Actor-Critic Methods
In value-based reinforcement learning methods such as deep Q-learning, function approximation errors are known to lead to overestimated value estimates and suboptimal policies. We show that this problem persists in an actor-critic setting and propose novel mechanisms to minimize its effects on both the actor and the critic. Our algorithm builds on Double Q-learning, by taking the minimum value between a pair of critics to limit overestimation. We draw the connection between target networks and overestimation bias, and suggest delaying policy updates to reduce per-update error and further improve performance. We evaluate our method on the suite of OpenAI gym tasks, outperforming the state of the art in every environment tested.
Graph Neural Network based Agent in Google Research Football
Deep neural networks (DNN) can approximate value functions or policies for reinforcement learning, which makes the reinforcement learning algorithms more powerful. However, some DNNs, such as convolutional neural networks (CNN), cannot extract enough information or take too long to obtain enough features from the inputs under specific circumstances of reinforcement learning. For example, the input data of Google Research Football, a reinforcement learning environment which trains agents to play football, is the small map of players' locations. The information is contained not only in the coordinates of players, but also in the relationships between different players. CNNs can neither extract enough information nor take too long to train. To address this issue, this paper proposes a deep q-learning network (DQN) with a graph neural network (GNN) as its model. The GNN transforms the input data into a graph which better represents the football players' locations so that it extracts more information of the interactions between different players. With two GNNs to approximate its local and target value functions, this DQN allows players to learn from their experience by using value functions to see the prospective value of each intended action. The proposed model demonstrated the power of GNN in the football game by outperforming other DRL models with significantly fewer steps.
Elastic Decision Transformer
This paper introduces Elastic Decision Transformer (EDT), a significant advancement over the existing Decision Transformer (DT) and its variants. Although DT purports to generate an optimal trajectory, empirical evidence suggests it struggles with trajectory stitching, a process involving the generation of an optimal or near-optimal trajectory from the best parts of a set of sub-optimal trajectories. The proposed EDT differentiates itself by facilitating trajectory stitching during action inference at test time, achieved by adjusting the history length maintained in DT. Further, the EDT optimizes the trajectory by retaining a longer history when the previous trajectory is optimal and a shorter one when it is sub-optimal, enabling it to "stitch" with a more optimal trajectory. Extensive experimentation demonstrates EDT's ability to bridge the performance gap between DT-based and Q Learning-based approaches. In particular, the EDT outperforms Q Learning-based methods in a multi-task regime on the D4RL locomotion benchmark and Atari games. Videos are available at: https://kristery.github.io/edt/
Optimized Monte Carlo Tree Search for Enhanced Decision Making in the FrozenLake Environment
Monte Carlo Tree Search (MCTS) is a powerful algorithm for solving complex decision-making problems. This paper presents an optimized MCTS implementation applied to the FrozenLake environment, a classic reinforcement learning task characterized by stochastic transitions. The optimization leverages cumulative reward and visit count tables along with the Upper Confidence Bound for Trees (UCT) formula, resulting in efficient learning in a slippery grid world. We benchmark our implementation against other decision-making algorithms, including MCTS with Policy and Q-Learning, and perform a detailed comparison of their performance. The results demonstrate that our optimized approach effectively maximizes rewards and success rates while minimizing convergence time, outperforming baseline methods, especially in environments with inherent randomness.
Diffusion World Model
We introduce Diffusion World Model (DWM), a conditional diffusion model capable of predicting multistep future states and rewards concurrently. As opposed to traditional one-step dynamics models, DWM offers long-horizon predictions in a single forward pass, eliminating the need for recursive quires. We integrate DWM into model-based value estimation, where the short-term return is simulated by future trajectories sampled from DWM. In the context of offline reinforcement learning, DWM can be viewed as a conservative value regularization through generative modeling. Alternatively, it can be seen as a data source that enables offline Q-learning with synthetic data. Our experiments on the D4RL dataset confirm the robustness of DWM to long-horizon simulation. In terms of absolute performance, DWM significantly surpasses one-step dynamics models with a 44% performance gain, and achieves state-of-the-art performance.
Hackphyr: A Local Fine-Tuned LLM Agent for Network Security Environments
Large Language Models (LLMs) have shown remarkable potential across various domains, including cybersecurity. Using commercial cloud-based LLMs may be undesirable due to privacy concerns, costs, and network connectivity constraints. In this paper, we present Hackphyr, a locally fine-tuned LLM to be used as a red-team agent within network security environments. Our fine-tuned 7 billion parameter model can run on a single GPU card and achieves performance comparable with much larger and more powerful commercial models such as GPT-4. Hackphyr clearly outperforms other models, including GPT-3.5-turbo, and baselines, such as Q-learning agents in complex, previously unseen scenarios. To achieve this performance, we generated a new task-specific cybersecurity dataset to enhance the base model's capabilities. Finally, we conducted a comprehensive analysis of the agents' behaviors that provides insights into the planning abilities and potential shortcomings of such agents, contributing to the broader understanding of LLM-based agents in cybersecurity contexts
REValueD: Regularised Ensemble Value-Decomposition for Factorisable Markov Decision Processes
Discrete-action reinforcement learning algorithms often falter in tasks with high-dimensional discrete action spaces due to the vast number of possible actions. A recent advancement leverages value-decomposition, a concept from multi-agent reinforcement learning, to tackle this challenge. This study delves deep into the effects of this value-decomposition, revealing that whilst it curtails the over-estimation bias inherent to Q-learning algorithms, it amplifies target variance. To counteract this, we present an ensemble of critics to mitigate target variance. Moreover, we introduce a regularisation loss that helps to mitigate the effects that exploratory actions in one dimension can have on the value of optimal actions in other dimensions. Our novel algorithm, REValueD, tested on discretised versions of the DeepMind Control Suite tasks, showcases superior performance, especially in the challenging humanoid and dog tasks. We further dissect the factors influencing REValueD's performance, evaluating the significance of the regularisation loss and the scalability of REValueD with increasing sub-actions per dimension.
RSRM: Reinforcement Symbolic Regression Machine
In nature, the behaviors of many complex systems can be described by parsimonious math equations. Automatically distilling these equations from limited data is cast as a symbolic regression process which hitherto remains a grand challenge. Keen efforts in recent years have been placed on tackling this issue and demonstrated success in symbolic regression. However, there still exist bottlenecks that current methods struggle to break when the discrete search space tends toward infinity and especially when the underlying math formula is intricate. To this end, we propose a novel Reinforcement Symbolic Regression Machine (RSRM) that masters the capability of uncovering complex math equations from only scarce data. The RSRM model is composed of three key modules: (1) a Monte Carlo tree search (MCTS) agent that explores optimal math expression trees consisting of pre-defined math operators and variables, (2) a Double Q-learning block that helps reduce the feasible search space of MCTS via properly understanding the distribution of reward, and (3) a modulated sub-tree discovery block that heuristically learns and defines new math operators to improve representation ability of math expression trees. Biding of these modules yields the state-of-the-art performance of RSRM in symbolic regression as demonstrated by multiple sets of benchmark examples. The RSRM model shows clear superiority over several representative baseline models.
Navigating Chemical-Linguistic Sharing Space with Heterogeneous Molecular Encoding
Chemical language models (CLMs) are prominent for their effectiveness in exploring chemical space and enabling molecular engineering. However, while exploring chemical-linguistic space, CLMs suffer from the gap between natural language and molecular representations. This challenge is primarily due to the inherent modeling differences between molecules and texts: molecules operate unified modeling to learn chemical space, while natural language sequentially models the semantic space. Additionally, the limited availability of high-quality text-to-molecule datasets further exacerbates this challenge. To address the problem, we first verified the information bias in molecular representations from different perspectives. We then developed the Heterogeneous Molecular Encoding (HME) framework, a unified molecular encoder compressing the molecular features from fragment sequence, topology, and conformation with Q-learning. To better model chemical-linguistic space, we further constructed the MCMoD dataset, which contains over one million molecules with various conditions, including properties, fragments, and descriptions. Experimentally, HME promotes CLMs to achieve chemical-linguistic sharing space exploration: (1) chemical space exploration with linguistic guidance, where HME achieves significant improvements (+37.8\% FCD) for molecular design in multiple constraints, even in zero-shot scenarios; (2) linguistic space exploration with molecular guidance, where HME generates textual descriptions with high qualities (+11.6\% BLEU) for molecules. These results highlight the precision of HME in handling multi-objective and cross-domain tasks, as well as its remarkable generalization capability on unseen task combinations. HME offers a new perspective on navigating chemical-linguistic sharing space, advancing the potential of CLMs in both fundamental research and practical applications in chemistry.
Conservative State Value Estimation for Offline Reinforcement Learning
Offline reinforcement learning faces a significant challenge of value over-estimation due to the distributional drift between the dataset and the current learned policy, leading to learning failure in practice. The common approach is to incorporate a penalty term to reward or value estimation in the Bellman iterations. Meanwhile, to avoid extrapolation on out-of-distribution (OOD) states and actions, existing methods focus on conservative Q-function estimation. In this paper, we propose Conservative State Value Estimation (CSVE), a new approach that learns conservative V-function via directly imposing penalty on OOD states. Compared to prior work, CSVE allows more effective in-data policy optimization with conservative value guarantees. Further, we apply CSVE and develop a practical actor-critic algorithm in which the critic does the conservative value estimation by additionally sampling and penalizing the states around the dataset, and the actor applies advantage weighted updates extended with state exploration to improve the policy. We evaluate in classic continual control tasks of D4RL, showing that our method performs better than the conservative Q-function learning methods and is strongly competitive among recent SOTA methods.
When to Trust Your Simulator: Dynamics-Aware Hybrid Offline-and-Online Reinforcement Learning
Learning effective reinforcement learning (RL) policies to solve real-world complex tasks can be quite challenging without a high-fidelity simulation environment. In most cases, we are only given imperfect simulators with simplified dynamics, which inevitably lead to severe sim-to-real gaps in RL policy learning. The recently emerged field of offline RL provides another possibility to learn policies directly from pre-collected historical data. However, to achieve reasonable performance, existing offline RL algorithms need impractically large offline data with sufficient state-action space coverage for training. This brings up a new question: is it possible to combine learning from limited real data in offline RL and unrestricted exploration through imperfect simulators in online RL to address the drawbacks of both approaches? In this study, we propose the Dynamics-Aware Hybrid Offline-and-Online Reinforcement Learning (H2O) framework to provide an affirmative answer to this question. H2O introduces a dynamics-aware policy evaluation scheme, which adaptively penalizes the Q function learning on simulated state-action pairs with large dynamics gaps, while also simultaneously allowing learning from a fixed real-world dataset. Through extensive simulation and real-world tasks, as well as theoretical analysis, we demonstrate the superior performance of H2O against other cross-domain online and offline RL algorithms. H2O provides a brand new hybrid offline-and-online RL paradigm, which can potentially shed light on future RL algorithm design for solving practical real-world tasks.
GUI-Bee: Align GUI Action Grounding to Novel Environments via Autonomous Exploration
Graphical User Interface (GUI) action grounding is a critical step in GUI automation that maps language instructions to actionable elements on GUI screens. Most recent works of GUI action grounding leverage large GUI datasets to fine-tune MLLMs. However, the fine-tuning data always covers limited GUI environments, and we find the performance of the resulting model deteriorates in novel environments. We argue that the GUI grounding models should be further aligned to the novel environments to reveal their full potential, when the inference is known to involve novel environments, i.e., environments not used during the previous fine-tuning. To realize this, we first propose GUI-Bee, an MLLM-based autonomous agent, to collect high-quality, environment-specific data through exploration and then continuously fine-tune GUI grounding models with the collected data. Our agent leverages a novel Q-value-Incentive In-Context Reinforcement Learning (Q-ICRL) method to optimize exploration efficiency and data quality. Additionally, we introduce NovelScreenSpot, a benchmark for testing how well the data can help align GUI action grounding models to novel environments and demonstrate the effectiveness of data collected by GUI-Bee in the experiments. Furthermore, we conduct an ablation study to validate the Q-ICRL method in enhancing the efficiency of GUI-Bee. Project page: https://gui-bee.github.io
Improving Offline-to-Online Reinforcement Learning with Q-Ensembles
Offline reinforcement learning (RL) is a learning paradigm where an agent learns from a fixed dataset of experience. However, learning solely from a static dataset can limit the performance due to the lack of exploration. To overcome it, offline-to-online RL combines offline pre-training with online fine-tuning, which enables the agent to further refine its policy by interacting with the environment in real-time. Despite its benefits, existing offline-to-online RL methods suffer from performance degradation and slow improvement during the online phase. To tackle these challenges, we propose a novel framework called Ensemble-based Offline-to-Online (E2O) RL. By increasing the number of Q-networks, we seamlessly bridge offline pre-training and online fine-tuning without degrading performance. Moreover, to expedite online performance enhancement, we appropriately loosen the pessimism of Q-value estimation and incorporate ensemble-based exploration mechanisms into our framework. Experimental results demonstrate that E2O can substantially improve the training stability, learning efficiency, and final performance of existing offline RL methods during online fine-tuning on a range of locomotion and navigation tasks, significantly outperforming existing offline-to-online RL methods.
Q-Tuning: Queue-based Prompt Tuning for Lifelong Few-shot Language Learning
This paper introduces Q-tuning, a novel approach for continual prompt tuning that enables the lifelong learning of a pre-trained language model. When learning a new task, Q-tuning trains a task-specific prompt by adding it to a prompt queue consisting of the prompts from older tasks. To better transfer the knowledge of old tasks, we design an adaptive knowledge aggregation technique that reweighs previous prompts in the queue with a learnable low-rank matrix. Once the prompt queue reaches its maximum capacity, we leverage a PCA-based eviction rule to reduce the queue's size, allowing the newly trained prompt to be added while preserving the primary knowledge of old tasks. In order to mitigate the accumulation of information loss caused by the eviction, we additionally propose a globally shared prefix prompt and a memory retention regularization based on information theory. Extensive experiments demonstrate that our approach outperforms the state-of-the-art methods substantially on continual prompt tuning benchmarks. Moreover, our approach enables lifelong learning on linearly growing task sequences while requiring constant complexity for training and inference.
Inverse-Q*: Token Level Reinforcement Learning for Aligning Large Language Models Without Preference Data
Reinforcement Learning from Human Feedback (RLHF) has proven effective in aligning large language models with human intentions, yet it often relies on complex methodologies like Proximal Policy Optimization (PPO) that require extensive hyper-parameter tuning and present challenges in sample efficiency and stability. In this paper, we introduce Inverse-Q*, an innovative framework that transcends traditional RL methods by optimizing token-level reinforcement learning without the need for additional reward or value models. Inverse-Q* leverages direct preference optimization techniques but extends them by estimating the conditionally optimal policy directly from the model's responses, facilitating more granular and flexible policy shaping. Our approach reduces reliance on human annotation and external supervision, making it especially suitable for low-resource settings. We present extensive experimental results demonstrating that Inverse-Q* not only matches but potentially exceeds the effectiveness of PPO in terms of convergence speed and the alignment of model responses with human preferences. Our findings suggest that Inverse-Q* offers a practical and robust alternative to conventional RLHF approaches, paving the way for more efficient and adaptable model training approaches.
Agent Q: Advanced Reasoning and Learning for Autonomous AI Agents
Large Language Models (LLMs) have shown remarkable capabilities in natural language tasks requiring complex reasoning, yet their application in agentic, multi-step reasoning within interactive environments remains a difficult challenge. Traditional supervised pre-training on static datasets falls short in enabling autonomous agent capabilities needed to perform complex decision-making in dynamic settings like web navigation. Previous attempts to bridge this ga-through supervised fine-tuning on curated expert demonstrations-often suffer from compounding errors and limited exploration data, resulting in sub-optimal policy outcomes. To overcome these challenges, we propose a framework that combines guided Monte Carlo Tree Search (MCTS) search with a self-critique mechanism and iterative fine-tuning on agent interactions using an off-policy variant of the Direct Preference Optimization (DPO) algorithm. Our method allows LLM agents to learn effectively from both successful and unsuccessful trajectories, thereby improving their generalization in complex, multi-step reasoning tasks. We validate our approach in the WebShop environment-a simulated e-commerce platform where it consistently outperforms behavior cloning and reinforced fine-tuning baseline, and beats average human performance when equipped with the capability to do online search. In real-world booking scenarios, our methodology boosts Llama-3 70B model's zero-shot performance from 18.6% to 81.7% success rate (a 340% relative increase) after a single day of data collection and further to 95.4% with online search. We believe this represents a substantial leap forward in the capabilities of autonomous agents, paving the way for more sophisticated and reliable decision-making in real-world settings.
From Reward Shaping to Q-Shaping: Achieving Unbiased Learning with LLM-Guided Knowledge
Q-shaping is an extension of Q-value initialization and serves as an alternative to reward shaping for incorporating domain knowledge to accelerate agent training, thereby improving sample efficiency by directly shaping Q-values. This approach is both general and robust across diverse tasks, allowing for immediate impact assessment while guaranteeing optimality. We evaluated Q-shaping across 20 different environments using a large language model (LLM) as the heuristic provider. The results demonstrate that Q-shaping significantly enhances sample efficiency, achieving a 16.87\% improvement over the best baseline in each environment and a 253.80\% improvement compared to LLM-based reward shaping methods. These findings establish Q-shaping as a superior and unbiased alternative to conventional reward shaping in reinforcement learning.
A* Search Without Expansions: Learning Heuristic Functions with Deep Q-Networks
Efficiently solving problems with large action spaces using A* search has been of importance to the artificial intelligence community for decades. This is because the computation and memory requirements of A* search grow linearly with the size of the action space. This burden becomes even more apparent when A* search uses a heuristic function learned by computationally expensive function approximators, such as deep neural networks. To address this problem, we introduce Q* search, a search algorithm that uses deep Q-networks to guide search in order to take advantage of the fact that the sum of the transition costs and heuristic values of the children of a node can be computed with a single forward pass through a deep Q-network without explicitly generating those children. This significantly reduces computation time and requires only one node to be generated per iteration. We use Q* search to solve the Rubik's cube when formulated with a large action space that includes 1872 meta-actions and find that this 157-fold increase in the size of the action space incurs less than a 4-fold increase in computation time and less than a 3-fold increase in number of nodes generated when performing Q* search. Furthermore, Q* search is up to 129 times faster and generates up to 1288 times fewer nodes than A* search. Finally, although obtaining admissible heuristic functions from deep neural networks is an ongoing area of research, we prove that Q* search is guaranteed to find a shortest path given a heuristic function that neither overestimates the cost of a shortest path nor underestimates the transition cost.
Look where you look! Saliency-guided Q-networks for generalization in visual Reinforcement Learning
Deep reinforcement learning policies, despite their outstanding efficiency in simulated visual control tasks, have shown disappointing ability to generalize across disturbances in the input training images. Changes in image statistics or distracting background elements are pitfalls that prevent generalization and real-world applicability of such control policies. We elaborate on the intuition that a good visual policy should be able to identify which pixels are important for its decision, and preserve this identification of important sources of information across images. This implies that training of a policy with small generalization gap should focus on such important pixels and ignore the others. This leads to the introduction of saliency-guided Q-networks (SGQN), a generic method for visual reinforcement learning, that is compatible with any value function learning method. SGQN vastly improves the generalization capability of Soft Actor-Critic agents and outperforms existing stateof-the-art methods on the Deepmind Control Generalization benchmark, setting a new reference in terms of training efficiency, generalization gap, and policy interpretability.
Discriminative Deep Dyna-Q: Robust Planning for Dialogue Policy Learning
This paper presents a Discriminative Deep Dyna-Q (D3Q) approach to improving the effectiveness and robustness of Deep Dyna-Q (DDQ), a recently proposed framework that extends the Dyna-Q algorithm to integrate planning for task-completion dialogue policy learning. To obviate DDQ's high dependency on the quality of simulated experiences, we incorporate an RNN-based discriminator in D3Q to differentiate simulated experience from real user experience in order to control the quality of training data. Experiments show that D3Q significantly outperforms DDQ by controlling the quality of simulated experience used for planning. The effectiveness and robustness of D3Q is further demonstrated in a domain extension setting, where the agent's capability of adapting to a changing environment is tested.
Learning Invariant Representations with a Nonparametric Nadaraya-Watson Head
Machine learning models will often fail when deployed in an environment with a data distribution that is different than the training distribution. When multiple environments are available during training, many methods exist that learn representations which are invariant across the different distributions, with the hope that these representations will be transportable to unseen domains. In this work, we present a nonparametric strategy for learning invariant representations based on the recently-proposed Nadaraya-Watson (NW) head. The NW head makes a prediction by comparing the learned representations of the query to the elements of a support set that consists of labeled data. We demonstrate that by manipulating the support set, one can encode different causal assumptions. In particular, restricting the support set to a single environment encourages the model to learn invariant features that do not depend on the environment. We present a causally-motivated setup for our modeling and training strategy and validate on three challenging real-world domain generalization tasks in computer vision.
Deep Learning Model Security: Threats and Defenses
Deep learning has transformed AI applications but faces critical security challenges, including adversarial attacks, data poisoning, model theft, and privacy leakage. This survey examines these vulnerabilities, detailing their mechanisms and impact on model integrity and confidentiality. Practical implementations, including adversarial examples, label flipping, and backdoor attacks, are explored alongside defenses such as adversarial training, differential privacy, and federated learning, highlighting their strengths and limitations. Advanced methods like contrastive and self-supervised learning are presented for enhancing robustness. The survey concludes with future directions, emphasizing automated defenses, zero-trust architectures, and the security challenges of large AI models. A balanced approach to performance and security is essential for developing reliable deep learning systems.
Conditional Contrastive Learning with Kernel
Conditional contrastive learning frameworks consider the conditional sampling procedure that constructs positive or negative data pairs conditioned on specific variables. Fair contrastive learning constructs negative pairs, for example, from the same gender (conditioning on sensitive information), which in turn reduces undesirable information from the learned representations; weakly supervised contrastive learning constructs positive pairs with similar annotative attributes (conditioning on auxiliary information), which in turn are incorporated into the representations. Although conditional contrastive learning enables many applications, the conditional sampling procedure can be challenging if we cannot obtain sufficient data pairs for some values of the conditioning variable. This paper presents Conditional Contrastive Learning with Kernel (CCL-K) that converts existing conditional contrastive objectives into alternative forms that mitigate the insufficient data problem. Instead of sampling data according to the value of the conditioning variable, CCL-K uses the Kernel Conditional Embedding Operator that samples data from all available data and assigns weights to each sampled data given the kernel similarity between the values of the conditioning variable. We conduct experiments using weakly supervised, fair, and hard negatives contrastive learning, showing CCL-K outperforms state-of-the-art baselines.
Learning to Predict Program Execution by Modeling Dynamic Dependency on Code Graphs
Predicting program behavior without execution is an essential and challenging task in software engineering. Traditional models often struggle to capture dynamic dependencies and interactions within code. This paper introduces a novel machine learning-based framework called CodeFlowrepresents, which predicts code coverage and detects runtime errors through Dynamic Dependencies Learning. Utilizing control flow graphs (CFGs), CodeFlowrepresents all possible execution paths and the relationships between different statements, offering a comprehensive understanding of program behavior. It constructs CFGs to depict execution paths and learns vector representations for CFG nodes, capturing static control-flow dependencies. Additionally, it learns dynamic dependencies through execution traces, which reflect the impacts among statements during execution. This approach enables accurate prediction of code coverage and identification of runtime errors. Empirical evaluations show significant improvements in code coverage prediction accuracy and effective localization of runtime errors, surpassing current models.
UL2: Unifying Language Learning Paradigms
Existing pre-trained models are generally geared towards a particular class of problems. To date, there seems to be still no consensus on what the right architecture and pre-training setup should be. This paper presents a unified framework for pre-training models that are universally effective across datasets and setups. We begin by disentangling architectural archetypes with pre-training objectives -- two concepts that are commonly conflated. Next, we present a generalized & unified perspective for self-supervision in NLP and show how different pre-training objectives can be cast as one another and how interpolating between different objectives can be effective. We then propose Mixture-of-Denoisers (MoD), a pre-training objective that combines diverse pre-training paradigms together. We furthermore introduce a notion of mode switching, wherein downstream fine-tuning is associated with specific pre-training schemes. We conduct extensive ablative experiments to compare multiple pre-training objectives and find that our method pushes the Pareto-frontier by outperforming T5 & GPT-like models across multiple diverse setups. By scaling our model up to 20B parameters, we achieve SOTA performance on 50 well-established supervised finetuning based NLP tasks. Our model also achieve strong results at in-context learning, outperforming 175B GPT-3 on zero-shot SuperGLUE and tripling the performance of T5-XXL on one-shot summarization. On 0-shot MMLU, UL2 20B outperforms T0 and T5 models. UL2 20B also works well with chain-of-thought prompting and reasoning, making it an appealing choice for research into reasoning at a small to medium scale of 20B parameters. Finally, we apply FLAN instruction tuning to the UL2 20B model, achieving MMLU and Big-Bench scores competitive to FLAN-PaLM 62B. We release Flax-based T5X checkpoints for the UL2 20B & Flan-UL2 20B.
Deep Learning, Machine Learning, Advancing Big Data Analytics and Management
Advancements in artificial intelligence, machine learning, and deep learning have catalyzed the transformation of big data analytics and management into pivotal domains for research and application. This work explores the theoretical foundations, methodological advancements, and practical implementations of these technologies, emphasizing their role in uncovering actionable insights from massive, high-dimensional datasets. The study presents a systematic overview of data preprocessing techniques, including data cleaning, normalization, integration, and dimensionality reduction, to prepare raw data for analysis. Core analytics methodologies such as classification, clustering, regression, and anomaly detection are examined, with a focus on algorithmic innovation and scalability. Furthermore, the text delves into state-of-the-art frameworks for data mining and predictive modeling, highlighting the role of neural networks, support vector machines, and ensemble methods in tackling complex analytical challenges. Special emphasis is placed on the convergence of big data with distributed computing paradigms, including cloud and edge computing, to address challenges in storage, computation, and real-time analytics. The integration of ethical considerations, including data privacy and compliance with global standards, ensures a holistic perspective on data management. Practical applications across healthcare, finance, marketing, and policy-making illustrate the real-world impact of these technologies. Through comprehensive case studies and Python-based implementations, this work equips researchers, practitioners, and data enthusiasts with the tools to navigate the complexities of modern data analytics. It bridges the gap between theory and practice, fostering the development of innovative solutions for managing and leveraging data in the era of artificial intelligence.
Diffusion Generative Flow Samplers: Improving learning signals through partial trajectory optimization
We tackle the problem of sampling from intractable high-dimensional density functions, a fundamental task that often appears in machine learning and statistics. We extend recent sampling-based approaches that leverage controlled stochastic processes to model approximate samples from these target densities. The main drawback of these approaches is that the training objective requires full trajectories to compute, resulting in sluggish credit assignment issues due to use of entire trajectories and a learning signal present only at the terminal time. In this work, we present Diffusion Generative Flow Samplers (DGFS), a sampling-based framework where the learning process can be tractably broken down into short partial trajectory segments, via parameterizing an additional "flow function". Our method takes inspiration from the theory developed for generative flow networks (GFlowNets), allowing us to make use of intermediate learning signals. Through various challenging experiments, we demonstrate that DGFS achieves more accurate estimates of the normalization constant than closely-related prior methods.
A Domain-Agnostic Approach for Characterization of Lifelong Learning Systems
Despite the advancement of machine learning techniques in recent years, state-of-the-art systems lack robustness to "real world" events, where the input distributions and tasks encountered by the deployed systems will not be limited to the original training context, and systems will instead need to adapt to novel distributions and tasks while deployed. This critical gap may be addressed through the development of "Lifelong Learning" systems that are capable of 1) Continuous Learning, 2) Transfer and Adaptation, and 3) Scalability. Unfortunately, efforts to improve these capabilities are typically treated as distinct areas of research that are assessed independently, without regard to the impact of each separate capability on other aspects of the system. We instead propose a holistic approach, using a suite of metrics and an evaluation framework to assess Lifelong Learning in a principled way that is agnostic to specific domains or system techniques. Through five case studies, we show that this suite of metrics can inform the development of varied and complex Lifelong Learning systems. We highlight how the proposed suite of metrics quantifies performance trade-offs present during Lifelong Learning system development - both the widely discussed Stability-Plasticity dilemma and the newly proposed relationship between Sample Efficient and Robust Learning. Further, we make recommendations for the formulation and use of metrics to guide the continuing development of Lifelong Learning systems and assess their progress in the future.
MasakhaNER 2.0: Africa-centric Transfer Learning for Named Entity Recognition
African languages are spoken by over a billion people, but are underrepresented in NLP research and development. The challenges impeding progress include the limited availability of annotated datasets, as well as a lack of understanding of the settings where current methods are effective. In this paper, we make progress towards solutions for these challenges, focusing on the task of named entity recognition (NER). We create the largest human-annotated NER dataset for 20 African languages, and we study the behavior of state-of-the-art cross-lingual transfer methods in an Africa-centric setting, demonstrating that the choice of source language significantly affects performance. We show that choosing the best transfer language improves zero-shot F1 scores by an average of 14 points across 20 languages compared to using English. Our results highlight the need for benchmark datasets and models that cover typologically-diverse African languages.
ExT5: Towards Extreme Multi-Task Scaling for Transfer Learning
Despite the recent success of multi-task learning and transfer learning for natural language processing (NLP), few works have systematically studied the effect of scaling up the number of tasks during pre-training. Towards this goal, this paper introduces ExMix (Extreme Mixture): a massive collection of 107 supervised NLP tasks across diverse domains and task-families. Using ExMix, we study the effect of multi-task pre-training at the largest scale to date, and analyze co-training transfer amongst common families of tasks. Through this analysis, we show that manually curating an ideal set of tasks for multi-task pre-training is not straightforward, and that multi-task scaling can vastly improve models on its own. Finally, we propose ExT5: a model pre-trained using a multi-task objective of self-supervised span denoising and supervised ExMix. Via extensive experiments, we show that ExT5 outperforms strong T5 baselines on SuperGLUE, GEM, Rainbow, Closed-Book QA tasks, and several tasks outside of ExMix. ExT5 also significantly improves sample efficiency while pre-training.
Robotic Table Tennis: A Case Study into a High Speed Learning System
We present a deep-dive into a real-world robotic learning system that, in previous work, was shown to be capable of hundreds of table tennis rallies with a human and has the ability to precisely return the ball to desired targets. This system puts together a highly optimized perception subsystem, a high-speed low-latency robot controller, a simulation paradigm that can prevent damage in the real world and also train policies for zero-shot transfer, and automated real world environment resets that enable autonomous training and evaluation on physical robots. We complement a complete system description, including numerous design decisions that are typically not widely disseminated, with a collection of studies that clarify the importance of mitigating various sources of latency, accounting for training and deployment distribution shifts, robustness of the perception system, sensitivity to policy hyper-parameters, and choice of action space. A video demonstrating the components of the system and details of experimental results can be found at https://youtu.be/uFcnWjB42I0.
DeepSeek-R1: Incentivizing Reasoning Capability in LLMs via Reinforcement Learning
We introduce our first-generation reasoning models, DeepSeek-R1-Zero and DeepSeek-R1. DeepSeek-R1-Zero, a model trained via large-scale reinforcement learning (RL) without supervised fine-tuning (SFT) as a preliminary step, demonstrates remarkable reasoning capabilities. Through RL, DeepSeek-R1-Zero naturally emerges with numerous powerful and intriguing reasoning behaviors. However, it encounters challenges such as poor readability, and language mixing. To address these issues and further enhance reasoning performance, we introduce DeepSeek-R1, which incorporates multi-stage training and cold-start data before RL. DeepSeek-R1 achieves performance comparable to OpenAI-o1-1217 on reasoning tasks. To support the research community, we open-source DeepSeek-R1-Zero, DeepSeek-R1, and six dense models (1.5B, 7B, 8B, 14B, 32B, 70B) distilled from DeepSeek-R1 based on Qwen and Llama.
Q*: Improving Multi-step Reasoning for LLMs with Deliberative Planning
Large Language Models (LLMs) have demonstrated impressive capability in many nature language tasks. However, the auto-regressive generation process makes LLMs prone to produce errors, hallucinations and inconsistent statements when performing multi-step reasoning. In this paper, we aim to alleviate the pathology by introducing Q*, a general, versatile and agile framework for guiding LLMs decoding process with deliberative planning. By learning a plug-and-play Q-value model as heuristic function, our Q* can effectively guide LLMs to select the most promising next step without fine-tuning LLMs for each task, which avoids the significant computational overhead and potential risk of performance degeneration on other tasks. Extensive experiments on GSM8K, MATH and MBPP confirm the superiority of our method.
Q(D)O-ES: Population-based Quality (Diversity) Optimisation for Post Hoc Ensemble Selection in AutoML
Automated machine learning (AutoML) systems commonly ensemble models post hoc to improve predictive performance, typically via greedy ensemble selection (GES). However, we believe that GES may not always be optimal, as it performs a simple deterministic greedy search. In this work, we introduce two novel population-based ensemble selection methods, QO-ES and QDO-ES, and compare them to GES. While QO-ES optimises solely for predictive performance, QDO-ES also considers the diversity of ensembles within the population, maintaining a diverse set of well-performing ensembles during optimisation based on ideas of quality diversity optimisation. The methods are evaluated using 71 classification datasets from the AutoML benchmark, demonstrating that QO-ES and QDO-ES often outrank GES, albeit only statistically significant on validation data. Our results further suggest that diversity can be beneficial for post hoc ensembling but also increases the risk of overfitting.
Recomposing the Reinforcement Learning Building Blocks with Hypernetworks
The Reinforcement Learning (RL) building blocks, i.e. Q-functions and policy networks, usually take elements from the cartesian product of two domains as input. In particular, the input of the Q-function is both the state and the action, and in multi-task problems (Meta-RL) the policy can take a state and a context. Standard architectures tend to ignore these variables' underlying interpretations and simply concatenate their features into a single vector. In this work, we argue that this choice may lead to poor gradient estimation in actor-critic algorithms and high variance learning steps in Meta-RL algorithms. To consider the interaction between the input variables, we suggest using a Hypernetwork architecture where a primary network determines the weights of a conditional dynamic network. We show that this approach improves the gradient approximation and reduces the learning step variance, which both accelerates learning and improves the final performance. We demonstrate a consistent improvement across different locomotion tasks and different algorithms both in RL (TD3 and SAC) and in Meta-RL (MAML and PEARL).
Exploratory Preference Optimization: Harnessing Implicit Q*-Approximation for Sample-Efficient RLHF
Reinforcement learning from human feedback (RLHF) has emerged as a central tool for language model alignment. We consider online exploration in RLHF, which exploits interactive access to human or AI feedback by deliberately encouraging the model to produce diverse, maximally informative responses. By allowing RLHF to confidently stray from the pre-trained model, online exploration offers the possibility of novel, potentially super-human capabilities, but its full potential as a paradigm for language model training has yet to be realized, owing to computational and statistical bottlenecks in directly adapting existing reinforcement learning techniques. We propose a new algorithm for online exploration in RLHF, Exploratory Preference Optimization (XPO), which is simple and practical -- a one-line change to (online) Direct Preference Optimization (DPO; Rafailov et al., 2023) -- yet enjoys the strongest known provable guarantees and promising empirical performance. XPO augments the DPO objective with a novel and principled exploration bonus, empowering the algorithm to explore outside the support of the initial model and human feedback data. In theory, we show that XPO is provably sample-efficient and converges to a near-optimal language model policy under natural exploration conditions, irrespective of whether the initial model has good coverage. Our analysis, which builds on the observation that DPO implicitly performs a form of Q^{star}-approximation (or, Bellman error minimization), combines previously disparate techniques from language modeling and theoretical reinforcement learning in a serendipitous fashion through the perspective of KL-regularized Markov decision processes. Empirically, we find that XPO is more sample-efficient than non-exploratory DPO variants in a preliminary evaluation.
A Deep Q-Network Based on Radial Basis Functions for Multi-Echelon Inventory Management
This paper addresses a multi-echelon inventory management problem with a complex network topology where deriving optimal ordering decisions is difficult. Deep reinforcement learning (DRL) has recently shown potential in solving such problems, while designing the neural networks in DRL remains a challenge. In order to address this, a DRL model is developed whose Q-network is based on radial basis functions. The approach can be more easily constructed compared to classic DRL models based on neural networks, thus alleviating the computational burden of hyperparameter tuning. Through a series of simulation experiments, the superior performance of this approach is demonstrated compared to the simple base-stock policy, producing a better policy in the multi-echelon system and competitive performance in the serial system where the base-stock policy is optimal. In addition, the approach outperforms current DRL approaches.
On The Transferability of Deep-Q Networks
Transfer Learning (TL) is an efficient machine learning paradigm that allows overcoming some of the hurdles that characterize the successful training of deep neural networks, ranging from long training times to the needs of large datasets. While exploiting TL is a well established and successful training practice in Supervised Learning (SL), its applicability in Deep Reinforcement Learning (DRL) is rarer. In this paper, we study the level of transferability of three different variants of Deep-Q Networks on popular DRL benchmarks as well as on a set of novel, carefully designed control tasks. Our results show that transferring neural networks in a DRL context can be particularly challenging and is a process which in most cases results in negative transfer. In the attempt of understanding why Deep-Q Networks transfer so poorly, we gain novel insights into the training dynamics that characterizes this family of algorithms.
Enhancing Multi-Step Reasoning Abilities of Language Models through Direct Q-Function Optimization
Reinforcement Learning (RL) plays a crucial role in aligning large language models (LLMs) with human preferences and improving their ability to perform complex tasks. However, current approaches either require significant computational resources due to the use of multiple models and extensive online sampling for training (e.g., PPO) or are framed as bandit problems (e.g., DPO, DRO), which often struggle with multi-step reasoning tasks, such as math problem-solving and complex reasoning that involve long chains of thought. To overcome these limitations, we introduce Direct Q-function Optimization (DQO), which formulates the response generation process as a Markov Decision Process (MDP) and utilizes the soft actor-critic (SAC) framework to optimize a Q-function directly parameterized by the language model. The MDP formulation of DQO offers structural advantages over bandit-based methods, enabling more effective process supervision. Experimental results on two math problem-solving datasets, GSM8K and MATH, demonstrate that DQO outperforms previous methods, establishing it as a promising offline reinforcement learning approach for aligning language models.
AdsorbRL: Deep Multi-Objective Reinforcement Learning for Inverse Catalysts Design
A central challenge of the clean energy transition is the development of catalysts for low-emissions technologies. Recent advances in Machine Learning for quantum chemistry drastically accelerate the computation of catalytic activity descriptors such as adsorption energies. Here we introduce AdsorbRL, a Deep Reinforcement Learning agent aiming to identify potential catalysts given a multi-objective binding energy target, trained using offline learning on the Open Catalyst 2020 and Materials Project data sets. We experiment with Deep Q-Network agents to traverse the space of all ~160,000 possible unary, binary and ternary compounds of 55 chemical elements, with very sparse rewards based on adsorption energy known for only between 2,000 and 3,000 catalysts per adsorbate. To constrain the actions space, we introduce Random Edge Traversal and train a single-objective DQN agent on the known states subgraph, which we find strengthens target binding energy by an average of 4.1 eV. We extend this approach to multi-objective, goal-conditioned learning, and train a DQN agent to identify materials with the highest (respectively lowest) adsorption energies for multiple simultaneous target adsorbates. We experiment with Objective Sub-Sampling, a novel training scheme aimed at encouraging exploration in the multi-objective setup, and demonstrate simultaneous adsorption energy improvement across all target adsorbates, by an average of 0.8 eV. Overall, our results suggest strong potential for Deep Reinforcement Learning applied to the inverse catalysts design problem.
Q-Ensemble for Offline RL: Don't Scale the Ensemble, Scale the Batch Size
Training large neural networks is known to be time-consuming, with the learning duration taking days or even weeks. To address this problem, large-batch optimization was introduced. This approach demonstrated that scaling mini-batch sizes with appropriate learning rate adjustments can speed up the training process by orders of magnitude. While long training time was not typically a major issue for model-free deep offline RL algorithms, recently introduced Q-ensemble methods achieving state-of-the-art performance made this issue more relevant, notably extending the training duration. In this work, we demonstrate how this class of methods can benefit from large-batch optimization, which is commonly overlooked by the deep offline RL community. We show that scaling the mini-batch size and naively adjusting the learning rate allows for (1) a reduced size of the Q-ensemble, (2) stronger penalization of out-of-distribution actions, and (3) improved convergence time, effectively shortening training duration by 3-4x times on average.
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.
CLOVER: Constrained Learning with Orthonormal Vectors for Eliminating Redundancy
To adapt a well-trained large model to downstream tasks, we propose constraining learning within its original latent space by leveraging linear combinations of its basis vectors. This approach ensures stable training without compromising the model's capabilities. Traditionally, constructing orthonormal bases from a matrix requires a transfer matrix, which significantly increases storage and computational overhead for parameters and feature maps. In this paper, we introduce Absorb and Decompose for Q, K, V, and O matrices, enabling their orthogonalization without the need for transfer matrices. Furthermore, the Absorb-Decompose operation eliminates redundant vectors, reducing the encoder attention parameters of Whisper-large-v3 by 46.42% without requiring additional training. For parameter-efficient and stable fine-tuning, we orthonormalized Q, K, V, and O and fine-tuned only the singular values, allowing efficient adaptation while constraining changes to the original latent space. When fine-tuning LLaMA-2-7B on eight commonsense reasoning datasets, our method outperforms LoRA by 5.4% and DoRA by 4.4%.
Learning to Collocate Neural Modules for Image Captioning
We do not speak word by word from scratch; our brain quickly structures a pattern like sth do sth at someplace and then fill in the detailed descriptions. To render existing encoder-decoder image captioners such human-like reasoning, we propose a novel framework: learning to Collocate Neural Modules (CNM), to generate the `inner pattern' connecting visual encoder and language decoder. Unlike the widely-used neural module networks in visual Q\&A, where the language (ie, question) is fully observable, CNM for captioning is more challenging as the language is being generated and thus is partially observable. To this end, we make the following technical contributions for CNM training: 1) compact module design --- one for function words and three for visual content words (eg, noun, adjective, and verb), 2) soft module fusion and multi-step module execution, robustifying the visual reasoning in partial observation, 3) a linguistic loss for module controller being faithful to part-of-speech collocations (eg, adjective is before noun). Extensive experiments on the challenging MS-COCO image captioning benchmark validate the effectiveness of our CNM image captioner. In particular, CNM achieves a new state-of-the-art 127.9 CIDEr-D on Karpathy split and a single-model 126.0 c40 on the official server. CNM is also robust to few training samples, eg, by training only one sentence per image, CNM can halve the performance loss compared to a strong baseline.
Q-Ground: Image Quality Grounding with Large Multi-modality Models
Recent advances of large multi-modality models (LMM) have greatly improved the ability of image quality assessment (IQA) method to evaluate and explain the quality of visual content. However, these advancements are mostly focused on overall quality assessment, and the detailed examination of local quality, which is crucial for comprehensive visual understanding, is still largely unexplored. In this work, we introduce Q-Ground, the first framework aimed at tackling fine-scale visual quality grounding by combining large multi-modality models with detailed visual quality analysis. Central to our contribution is the introduction of the QGround-100K dataset, a novel resource containing 100k triplets of (image, quality text, distortion segmentation) to facilitate deep investigations into visual quality. The dataset comprises two parts: one with human-labeled annotations for accurate quality assessment, and another labeled automatically by LMMs such as GPT4V, which helps improve the robustness of model training while also reducing the costs of data collection. With the QGround-100K dataset, we propose a LMM-based method equipped with multi-scale feature learning to learn models capable of performing both image quality answering and distortion segmentation based on text prompts. This dual-capability approach not only refines the model's understanding of region-aware image quality but also enables it to interactively respond to complex, text-based queries about image quality and specific distortions. Q-Ground takes a step towards sophisticated visual quality analysis in a finer scale, establishing a new benchmark for future research in the area. Codes and dataset are available at https://github.com/Q-Future/Q-Ground.
Efficient Online Reinforcement Learning Fine-Tuning Need Not Retain Offline Data
The modern paradigm in machine learning involves pre-training on diverse data, followed by task-specific fine-tuning. In reinforcement learning (RL), this translates to learning via offline RL on a diverse historical dataset, followed by rapid online RL fine-tuning using interaction data. Most RL fine-tuning methods require continued training on offline data for stability and performance. However, this is undesirable because training on diverse offline data is slow and expensive for large datasets, and in principle, also limit the performance improvement possible because of constraints or pessimism on offline data. In this paper, we show that retaining offline data is unnecessary as long as we use a properly-designed online RL approach for fine-tuning offline RL initializations. To build this approach, we start by analyzing the role of retaining offline data in online fine-tuning. We find that continued training on offline data is mostly useful for preventing a sudden divergence in the value function at the onset of fine-tuning, caused by a distribution mismatch between the offline data and online rollouts. This divergence typically results in unlearning and forgetting the benefits of offline pre-training. Our approach, Warm-start RL (WSRL), mitigates the catastrophic forgetting of pre-trained initializations using a very simple idea. WSRL employs a warmup phase that seeds the online RL run with a very small number of rollouts from the pre-trained policy to do fast online RL. The data collected during warmup helps ``recalibrate'' the offline Q-function to the online distribution, allowing us to completely discard offline data without destabilizing the online RL fine-tuning. We show that WSRL is able to fine-tune without retaining any offline data, and is able to learn faster and attains higher performance than existing algorithms irrespective of whether they retain offline data or not.
Reinforcement Learning with Action Sequence for Data-Efficient Robot Learning
Training reinforcement learning (RL) agents on robotic tasks typically requires a large number of training samples. This is because training data often consists of noisy trajectories, whether from exploration or human-collected demonstrations, making it difficult to learn value functions that understand the effect of taking each action. On the other hand, recent behavior-cloning (BC) approaches have shown that predicting a sequence of actions enables policies to effectively approximate noisy, multi-modal distributions of expert demonstrations. Can we use a similar idea for improving RL on robotic tasks? In this paper, we introduce a novel RL algorithm that learns a critic network that outputs Q-values over a sequence of actions. By explicitly training the value functions to learn the consequence of executing a series of current and future actions, our algorithm allows for learning useful value functions from noisy trajectories. We study our algorithm across various setups with sparse and dense rewards, and with or without demonstrations, spanning mobile bi-manual manipulation, whole-body control, and tabletop manipulation tasks from BiGym, HumanoidBench, and RLBench. We find that, by learning the critic network with action sequences, our algorithm outperforms various RL and BC baselines, in particular on challenging humanoid control tasks.
Switching the Loss Reduces the Cost in Batch Reinforcement Learning
We propose training fitted Q-iteration with log-loss (FQI-LOG) for batch reinforcement learning (RL). We show that the number of samples needed to learn a near-optimal policy with FQI-LOG scales with the accumulated cost of the optimal policy, which is zero in problems where acting optimally achieves the goal and incurs no cost. In doing so, we provide a general framework for proving small-cost bounds, i.e. bounds that scale with the optimal achievable cost, in batch RL. Moreover, we empirically verify that FQI-LOG uses fewer samples than FQI trained with squared loss on problems where the optimal policy reliably achieves the goal.
Q-Probe: A Lightweight Approach to Reward Maximization for Language Models
We present an approach called Q-probing to adapt a pre-trained language model to maximize a task-specific reward function. At a high level, Q-probing sits between heavier approaches such as finetuning and lighter approaches such as few shot prompting, but can also be combined with either. The idea is to learn a simple linear function on a model's embedding space that can be used to reweight candidate completions. We theoretically show that this sampling procedure is equivalent to a KL-constrained maximization of the Q-probe as the number of samples increases. To train the Q-probes we consider either reward modeling or a class of novel direct policy learning objectives based on importance weighted policy gradients. With this technique, we see gains in domains with ground-truth rewards (code generation) as well as implicit rewards defined by preference data, even outperforming finetuning in data-limited regimes. Moreover, a Q-probe can be trained on top of an API since it only assumes access to sampling and embeddings. Code: https://github.com/likenneth/q_probe .
K-QA: A Real-World Medical Q&A Benchmark
Ensuring the accuracy of responses provided by large language models (LLMs) is crucial, particularly in clinical settings where incorrect information may directly impact patient health. To address this challenge, we construct K-QA, a dataset containing 1,212 patient questions originating from real-world conversations held on K Health (an AI-driven clinical platform). We employ a panel of in-house physicians to answer and manually decompose a subset of K-QA into self-contained statements. Additionally, we formulate two NLI-based evaluation metrics approximating recall and precision: (1) comprehensiveness, measuring the percentage of essential clinical information in the generated answer and (2) hallucination rate, measuring the number of statements from the physician-curated response contradicted by the LLM answer. Finally, we use K-QA along with these metrics to evaluate several state-of-the-art models, as well as the effect of in-context learning and medically-oriented augmented retrieval schemes developed by the authors. Our findings indicate that in-context learning improves the comprehensiveness of the models, and augmented retrieval is effective in reducing hallucinations. We make K-QA available to to the community to spur research into medically accurate NLP applications.
Defeating Proactive Jammers Using Deep Reinforcement Learning for Resource-Constrained IoT Networks
Traditional anti-jamming techniques like spread spectrum, adaptive power/rate control, and cognitive radio, have demonstrated effectiveness in mitigating jamming attacks. However, their robustness against the growing complexity of internet-of-thing (IoT) networks and diverse jamming attacks is still limited. To address these challenges, machine learning (ML)-based techniques have emerged as promising solutions. By offering adaptive and intelligent anti-jamming capabilities, ML-based approaches can effectively adapt to dynamic attack scenarios and overcome the limitations of traditional methods. In this paper, we propose a deep reinforcement learning (DRL)-based approach that utilizes state input from realistic wireless network interface cards. We train five different variants of deep Q-network (DQN) agents to mitigate the effects of jamming with the aim of identifying the most sample-efficient, lightweight, robust, and least complex agent that is tailored for power-constrained devices. The simulation results demonstrate the effectiveness of the proposed DRL-based anti-jamming approach against proactive jammers, regardless of their jamming strategy which eliminates the need for a pattern recognition or jamming strategy detection step. Our findings present a promising solution for securing IoT networks against jamming attacks and highlights substantial opportunities for continued investigation and advancement within this field.
Provable and Practical: Efficient Exploration in Reinforcement Learning via Langevin Monte Carlo
We present a scalable and effective exploration strategy based on Thompson sampling for reinforcement learning (RL). One of the key shortcomings of existing Thompson sampling algorithms is the need to perform a Gaussian approximation of the posterior distribution, which is not a good surrogate in most practical settings. We instead directly sample the Q function from its posterior distribution, by using Langevin Monte Carlo, an efficient type of Markov Chain Monte Carlo (MCMC) method. Our method only needs to perform noisy gradient descent updates to learn the exact posterior distribution of the Q function, which makes our approach easy to deploy in deep RL. We provide a rigorous theoretical analysis for the proposed method and demonstrate that, in the linear Markov decision process (linear MDP) setting, it has a regret bound of O(d^{3/2}H^{3/2}T), where d is the dimension of the feature mapping, H is the planning horizon, and T is the total number of steps. We apply this approach to deep RL, by using Adam optimizer to perform gradient updates. Our approach achieves better or similar results compared with state-of-the-art deep RL algorithms on several challenging exploration tasks from the Atari57 suite.
Optimizing Nitrogen Management with Deep Reinforcement Learning and Crop Simulations
Nitrogen (N) management is critical to sustain soil fertility and crop production while minimizing the negative environmental impact, but is challenging to optimize. This paper proposes an intelligent N management system using deep reinforcement learning (RL) and crop simulations with Decision Support System for Agrotechnology Transfer (DSSAT). We first formulate the N management problem as an RL problem. We then train management policies with deep Q-network and soft actor-critic algorithms, and the Gym-DSSAT interface that allows for daily interactions between the simulated crop environment and RL agents. According to the experiments on the maize crop in both Iowa and Florida in the US, our RL-trained policies outperform previous empirical methods by achieving higher or similar yield while using less fertilizers
Learning Graph Quantized Tokenizers for Transformers
Transformers serve as the backbone architectures of Foundational Models, where a domain-specific tokenizer helps them adapt to various domains. Graph Transformers (GTs) have recently emerged as a leading model in geometric deep learning, outperforming Graph Neural Networks (GNNs) in various graph learning tasks. However, the development of tokenizers for graphs has lagged behind other modalities, with existing approaches relying on heuristics or GNNs co-trained with Transformers. To address this, we introduce GQT (Graph Quantized Tokenizer), which decouples tokenizer training from Transformer training by leveraging multi-task graph self-supervised learning, yielding robust and generalizable graph tokens. Furthermore, the GQT utilizes Residual Vector Quantization (RVQ) to learn hierarchical discrete tokens, resulting in significantly reduced memory requirements and improved generalization capabilities. By combining the GQT with token modulation, a Transformer encoder achieves state-of-the-art performance on 16 out of 18 benchmarks, including large-scale homophilic and heterophilic datasets. The code is available at: https://github.com/limei0307/graph-tokenizer
One Policy to Dress Them All: Learning to Dress People with Diverse Poses and Garments
Robot-assisted dressing could benefit the lives of many people such as older adults and individuals with disabilities. Despite such potential, robot-assisted dressing remains a challenging task for robotics as it involves complex manipulation of deformable cloth in 3D space. Many prior works aim to solve the robot-assisted dressing task, but they make certain assumptions such as a fixed garment and a fixed arm pose that limit their ability to generalize. In this work, we develop a robot-assisted dressing system that is able to dress different garments on people with diverse poses from partial point cloud observations, based on a learned policy. We show that with proper design of the policy architecture and Q function, reinforcement learning (RL) can be used to learn effective policies with partial point cloud observations that work well for dressing diverse garments. We further leverage policy distillation to combine multiple policies trained on different ranges of human arm poses into a single policy that works over a wide range of different arm poses. We conduct comprehensive real-world evaluations of our system with 510 dressing trials in a human study with 17 participants with different arm poses and dressed garments. Our system is able to dress 86% of the length of the participants' arms on average. Videos can be found on our project webpage: https://sites.google.com/view/one-policy-dress.
Towards Robust Offline-to-Online Reinforcement Learning via Uncertainty and Smoothness
To obtain a near-optimal policy with fewer interactions in Reinforcement Learning (RL), a promising approach involves the combination of offline RL, which enhances sample efficiency by leveraging offline datasets, and online RL, which explores informative transitions by interacting with the environment. Offline-to-Online (O2O) RL provides a paradigm for improving an offline trained agent within limited online interactions. However, due to the significant distribution shift between online experiences and offline data, most offline RL algorithms suffer from performance drops and fail to achieve stable policy improvement in O2O adaptation. To address this problem, we propose the Robust Offline-to-Online (RO2O) algorithm, designed to enhance offline policies through uncertainty and smoothness, and to mitigate the performance drop in online adaptation. Specifically, RO2O incorporates Q-ensemble for uncertainty penalty and adversarial samples for policy and value smoothness, which enable RO2O to maintain a consistent learning procedure in online adaptation without requiring special changes to the learning objective. Theoretical analyses in linear MDPs demonstrate that the uncertainty and smoothness lead to a tighter optimality bound in O2O against distribution shift. Experimental results illustrate the superiority of RO2O in facilitating stable offline-to-online learning and achieving significant improvement with limited online interactions.
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.
Deep Reinforcement Learning of Volume-guided Progressive View Inpainting for 3D Point Scene Completion from a Single Depth Image
We present a deep reinforcement learning method of progressive view inpainting for 3D point scene completion under volume guidance, achieving high-quality scene reconstruction from only a single depth image with severe occlusion. Our approach is end-to-end, consisting of three modules: 3D scene volume reconstruction, 2D depth map inpainting, and multi-view selection for completion. Given a single depth image, our method first goes through the 3D volume branch to obtain a volumetric scene reconstruction as a guide to the next view inpainting step, which attempts to make up the missing information; the third step involves projecting the volume under the same view of the input, concatenating them to complete the current view depth, and integrating all depth into the point cloud. Since the occluded areas are unavailable, we resort to a deep Q-Network to glance around and pick the next best view for large hole completion progressively until a scene is adequately reconstructed while guaranteeing validity. All steps are learned jointly to achieve robust and consistent results. We perform qualitative and quantitative evaluations with extensive experiments on the SUNCG data, obtaining better results than the state of the art.
Learning to Navigate the Web
Learning in environments with large state and action spaces, and sparse rewards, can hinder a Reinforcement Learning (RL) agent's learning through trial-and-error. For instance, following natural language instructions on the Web (such as booking a flight ticket) leads to RL settings where input vocabulary and number of actionable elements on a page can grow very large. Even though recent approaches improve the success rate on relatively simple environments with the help of human demonstrations to guide the exploration, they still fail in environments where the set of possible instructions can reach millions. We approach the aforementioned problems from a different perspective and propose guided RL approaches that can generate unbounded amount of experience for an agent to learn from. Instead of learning from a complicated instruction with a large vocabulary, we decompose it into multiple sub-instructions and schedule a curriculum in which an agent is tasked with a gradually increasing subset of these relatively easier sub-instructions. In addition, when the expert demonstrations are not available, we propose a novel meta-learning framework that generates new instruction following tasks and trains the agent more effectively. We train DQN, deep reinforcement learning agent, with Q-value function approximated with a novel QWeb neural network architecture on these smaller, synthetic instructions. We evaluate the ability of our agent to generalize to new instructions on World of Bits benchmark, on forms with up to 100 elements, supporting 14 million possible instructions. The QWeb agent outperforms the baseline without using any human demonstration achieving 100% success rate on several difficult environments.
SELFI: Autonomous Self-Improvement with Reinforcement Learning for Social Navigation
Autonomous self-improving robots that interact and improve with experience are key to the real-world deployment of robotic systems. In this paper, we propose an online learning method, SELFI, that leverages online robot experience to rapidly fine-tune pre-trained control policies efficiently. SELFI applies online model-free reinforcement learning on top of offline model-based learning to bring out the best parts of both learning paradigms. Specifically, SELFI stabilizes the online learning process by incorporating the same model-based learning objective from offline pre-training into the Q-values learned with online model-free reinforcement learning. We evaluate SELFI in multiple real-world environments and report improvements in terms of collision avoidance, as well as more socially compliant behavior, measured by a human user study. SELFI enables us to quickly learn useful robotic behaviors with less human interventions such as pre-emptive behavior for the pedestrians, collision avoidance for small and transparent objects, and avoiding travel on uneven floor surfaces. We provide supplementary videos to demonstrate the performance of our fine-tuned policy on our project page.
Learning Memory Mechanisms for Decision Making through Demonstrations
In Partially Observable Markov Decision Processes, integrating an agent's history into memory poses a significant challenge for decision-making. Traditional imitation learning, relying on observation-action pairs for expert demonstrations, fails to capture the expert's memory mechanisms used in decision-making. To capture memory processes as demonstrations, we introduce the concept of memory dependency pairs (p, q) indicating that events at time p are recalled for decision-making at time q. We introduce AttentionTuner to leverage memory dependency pairs in Transformers and find significant improvements across several tasks compared to standard Transformers when evaluated on Memory Gym and the Long-term Memory Benchmark. Code is available at https://github.com/WilliamYue37/AttentionTuner.
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.
Revisiting Data Augmentation in Deep Reinforcement Learning
Various data augmentation techniques have been recently proposed in image-based deep reinforcement learning (DRL). Although they empirically demonstrate the effectiveness of data augmentation for improving sample efficiency or generalization, which technique should be preferred is not always clear. To tackle this question, we analyze existing methods to better understand them and to uncover how they are connected. Notably, by expressing the variance of the Q-targets and that of the empirical actor/critic losses of these methods, we can analyze the effects of their different components and compare them. We furthermore formulate an explanation about how these methods may be affected by choosing different data augmentation transformations in calculating the target Q-values. This analysis suggests recommendations on how to exploit data augmentation in a more principled way. In addition, we include a regularization term called tangent prop, previously proposed in computer vision, but whose adaptation to DRL is novel to the best of our knowledge. We evaluate our proposition and validate our analysis in several domains. Compared to different relevant baselines, we demonstrate that it achieves state-of-the-art performance in most environments and shows higher sample efficiency and better generalization ability in some complex environments.
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.
Deep Reinforcement Learning: An Overview
We give an overview of recent exciting achievements of deep reinforcement learning (RL). We discuss six core elements, six important mechanisms, and twelve applications. We start with background of machine learning, deep learning and reinforcement learning. Next we discuss core RL elements, including value function, in particular, Deep Q-Network (DQN), policy, reward, model, planning, and exploration. After that, we discuss important mechanisms for RL, including attention and memory, unsupervised learning, transfer learning, multi-agent RL, hierarchical RL, and learning to learn. Then we discuss various applications of RL, including games, in particular, AlphaGo, robotics, natural language processing, including dialogue systems, machine translation, and text generation, computer vision, neural architecture design, business management, finance, healthcare, Industry 4.0, smart grid, intelligent transportation systems, and computer systems. We mention topics not reviewed yet, and list a collection of RL resources. After presenting a brief summary, we close with discussions. Please see Deep Reinforcement Learning, arXiv:1810.06339, for a significant update.
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.
SearchQA: A New Q&A Dataset Augmented with Context from a Search Engine
We publicly release a new large-scale dataset, called SearchQA, for machine comprehension, or question-answering. Unlike recently released datasets, such as DeepMind CNN/DailyMail and SQuAD, the proposed SearchQA was constructed to reflect a full pipeline of general question-answering. That is, we start not from an existing article and generate a question-answer pair, but start from an existing question-answer pair, crawled from J! Archive, and augment it with text snippets retrieved by Google. Following this approach, we built SearchQA, which consists of more than 140k question-answer pairs with each pair having 49.6 snippets on average. Each question-answer-context tuple of the SearchQA comes with additional meta-data such as the snippet's URL, which we believe will be valuable resources for future research. We conduct human evaluation as well as test two baseline methods, one simple word selection and the other deep learning based, on the SearchQA. We show that there is a meaningful gap between the human and machine performances. This suggests that the proposed dataset could well serve as a benchmark for question-answering.
Integrating Saliency Ranking and Reinforcement Learning for Enhanced Object Detection
With the ever-growing variety of object detection approaches, this study explores a series of experiments that combine reinforcement learning (RL)-based visual attention methods with saliency ranking techniques to investigate transparent and sustainable solutions. By integrating saliency ranking for initial bounding box prediction and subsequently applying RL techniques to refine these predictions through a finite set of actions over multiple time steps, this study aims to enhance RL object detection accuracy. Presented as a series of experiments, this research investigates the use of various image feature extraction methods and explores diverse Deep Q-Network (DQN) architectural variations for deep reinforcement learning-based localisation agent training. Additionally, we focus on optimising the detection pipeline at every step by prioritising lightweight and faster models, while also incorporating the capability to classify detected objects, a feature absent in previous RL approaches. We show that by evaluating the performance of these trained agents using the Pascal VOC 2007 dataset, faster and more optimised models were developed. Notably, the best mean Average Precision (mAP) achieved in this study was 51.4, surpassing benchmarks set by RL-based single object detectors in the literature.
Continuous Control with Coarse-to-fine Reinforcement Learning
Despite recent advances in improving the sample-efficiency of reinforcement learning (RL) algorithms, designing an RL algorithm that can be practically deployed in real-world environments remains a challenge. In this paper, we present Coarse-to-fine Reinforcement Learning (CRL), a framework that trains RL agents to zoom-into a continuous action space in a coarse-to-fine manner, enabling the use of stable, sample-efficient value-based RL algorithms for fine-grained continuous control tasks. Our key idea is to train agents that output actions by iterating the procedure of (i) discretizing the continuous action space into multiple intervals and (ii) selecting the interval with the highest Q-value to further discretize at the next level. We then introduce a concrete, value-based algorithm within the CRL framework called Coarse-to-fine Q-Network (CQN). Our experiments demonstrate that CQN significantly outperforms RL and behavior cloning baselines on 20 sparsely-rewarded RLBench manipulation tasks with a modest number of environment interactions and expert demonstrations. We also show that CQN robustly learns to solve real-world manipulation tasks within a few minutes of online training.
Sample Efficient Reward Augmentation in offline-to-online Reinforcement Learning
Offline-to-online RL can make full use of pre-collected offline datasets to initialize policies, resulting in higher sample efficiency and better performance compared to only using online algorithms alone for policy training. However, direct fine-tuning of the pre-trained policy tends to result in sub-optimal performance. A primary reason is that conservative offline RL methods diminish the agent's capability of exploration, thereby impacting online fine-tuning performance. To encourage agent's exploration during online fine-tuning and enhance the overall online fine-tuning performance, we propose a generalized reward augmentation method called Sample Efficient Reward Augmentation (SERA). Specifically, SERA encourages agent to explore by computing Q conditioned entropy as intrinsic reward. The advantage of SERA is that it can extensively utilize offline pre-trained Q to encourage agent uniformly coverage of state space while considering the imbalance between the distributions of high-value and low-value states. Additionally, SERA can be effortlessly plugged into various RL algorithms to improve online fine-tuning and ensure sustained asymptotic improvement. Moreover, extensive experimental results demonstrate that when conducting offline-to-online problems, SERA consistently and effectively enhances the performance of various offline algorithms.
Subequivariant Graph Reinforcement Learning in 3D Environments
Learning a shared policy that guides the locomotion of different agents is of core interest in Reinforcement Learning (RL), which leads to the study of morphology-agnostic RL. However, existing benchmarks are highly restrictive in the choice of starting point and target point, constraining the movement of the agents within 2D space. In this work, we propose a novel setup for morphology-agnostic RL, dubbed Subequivariant Graph RL in 3D environments (3D-SGRL). Specifically, we first introduce a new set of more practical yet challenging benchmarks in 3D space that allows the agent to have full Degree-of-Freedoms to explore in arbitrary directions starting from arbitrary configurations. Moreover, to optimize the policy over the enlarged state-action space, we propose to inject geometric symmetry, i.e., subequivariance, into the modeling of the policy and Q-function such that the policy can generalize to all directions, improving exploration efficiency. This goal is achieved by a novel SubEquivariant Transformer (SET) that permits expressive message exchange. Finally, we evaluate the proposed method on the proposed benchmarks, where our method consistently and significantly outperforms existing approaches on single-task, multi-task, and zero-shot generalization scenarios. Extensive ablations are also conducted to verify our design. Code and videos are available on our project page: https://alpc91.github.io/SGRL/.
From Google Gemini to OpenAI Q* (Q-Star): A Survey of Reshaping the Generative Artificial Intelligence (AI) Research Landscape
This comprehensive survey explored the evolving landscape of generative Artificial Intelligence (AI), with a specific focus on the transformative impacts of Mixture of Experts (MoE), multimodal learning, and the speculated advancements towards Artificial General Intelligence (AGI). It critically examined the current state and future trajectory of generative Artificial Intelligence (AI), exploring how innovations like Google's Gemini and the anticipated OpenAI Q* project are reshaping research priorities and applications across various domains, including an impact analysis on the generative AI research taxonomy. It assessed the computational challenges, scalability, and real-world implications of these technologies while highlighting their potential in driving significant progress in fields like healthcare, finance, and education. It also addressed the emerging academic challenges posed by the proliferation of both AI-themed and AI-generated preprints, examining their impact on the peer-review process and scholarly communication. The study highlighted the importance of incorporating ethical and human-centric methods in AI development, ensuring alignment with societal norms and welfare, and outlined a strategy for future AI research that focuses on a balanced and conscientious use of MoE, multimodality, and AGI in generative AI.
Randomized Quantization is All You Need for Differential Privacy in Federated Learning
Federated learning (FL) is a common and practical framework for learning a machine model in a decentralized fashion. A primary motivation behind this decentralized approach is data privacy, ensuring that the learner never sees the data of each local source itself. Federated learning then comes with two majors challenges: one is handling potentially complex model updates between a server and a large number of data sources; the other is that de-centralization may, in fact, be insufficient for privacy, as the local updates themselves can reveal information about the sources' data. To address these issues, we consider an approach to federated learning that combines quantization and differential privacy. Absent privacy, Federated Learning often relies on quantization to reduce communication complexity. We build upon this approach and develop a new algorithm called the Randomized Quantization Mechanism (RQM), which obtains privacy through a two-levels of randomization. More precisely, we randomly sub-sample feasible quantization levels, then employ a randomized rounding procedure using these sub-sampled discrete levels. We are able to establish that our results preserve ``Renyi differential privacy'' (Renyi DP). We empirically study the performance of our algorithm and demonstrate that compared to previous work it yields improved privacy-accuracy trade-offs for DP federated learning. To the best of our knowledge, this is the first study that solely relies on randomized quantization without incorporating explicit discrete noise to achieve Renyi DP guarantees in Federated Learning systems.
RAMario: Experimental Approach to Reptile Algorithm -- Reinforcement Learning for Mario
This research paper presents an experimental approach to using the Reptile algorithm for reinforcement learning to train a neural network to play Super Mario Bros. We implement the Reptile algorithm using the Super Mario Bros Gym library and TensorFlow in Python, creating a neural network model with a single convolutional layer, a flatten layer, and a dense layer. We define the optimizer and use the Reptile class to create an instance of the Reptile meta-learning algorithm. We train the model using multiple tasks and episodes, choosing actions using the current weights of the neural network model, taking those actions in the environment, and updating the model weights using the Reptile algorithm. We evaluate the performance of the algorithm by printing the total reward for each episode. In addition, we compare the performance of the Reptile algorithm approach to two other popular reinforcement learning algorithms, Proximal Policy Optimization (PPO) and Deep Q-Network (DQN), applied to the same Super Mario Bros task. Our results demonstrate that the Reptile algorithm provides a promising approach to few-shot learning in video game AI, with comparable or even better performance than the other two algorithms, particularly in terms of moves vs distance that agent performs for 1M episodes of training. The results shows that best total distance for world 1-2 in the game environment were ~1732 (PPO), ~1840 (DQN) and ~2300 (RAMario). Full code is available at https://github.com/s4nyam/RAMario.
3DCNN-DQN-RNN: A Deep Reinforcement Learning Framework for Semantic Parsing of Large-scale 3D Point Clouds
Semantic parsing of large-scale 3D point clouds is an important research topic in computer vision and remote sensing fields. Most existing approaches utilize hand-crafted features for each modality independently and combine them in a heuristic manner. They often fail to consider the consistency and complementary information among features adequately, which makes them difficult to capture high-level semantic structures. The features learned by most of the current deep learning methods can obtain high-quality image classification results. However, these methods are hard to be applied to recognize 3D point clouds due to unorganized distribution and various point density of data. In this paper, we propose a 3DCNN-DQN-RNN method which fuses the 3D convolutional neural network (CNN), Deep Q-Network (DQN) and Residual recurrent neural network (RNN) for an efficient semantic parsing of large-scale 3D point clouds. In our method, an eye window under control of the 3D CNN and DQN can localize and segment the points of the object class efficiently. The 3D CNN and Residual RNN further extract robust and discriminative features of the points in the eye window, and thus greatly enhance the parsing accuracy of large-scale point clouds. Our method provides an automatic process that maps the raw data to the classification results. It also integrates object localization, segmentation and classification into one framework. Experimental results demonstrate that the proposed method outperforms the state-of-the-art point cloud classification methods.
Accelerating Policy Gradient by Estimating Value Function from Prior Computation in Deep Reinforcement Learning
This paper investigates the use of prior computation to estimate the value function to improve sample efficiency in on-policy policy gradient methods in reinforcement learning. Our approach is to estimate the value function from prior computations, such as from the Q-network learned in DQN or the value function trained for different but related environments. In particular, we learn a new value function for the target task while combining it with a value estimate from the prior computation. Finally, the resulting value function is used as a baseline in the policy gradient method. This use of a baseline has the theoretical property of reducing variance in gradient computation and thus improving sample efficiency. The experiments show the successful use of prior value estimates in various settings and improved sample efficiency in several tasks.
Forecasting Internally Displaced Population Migration Patterns in Syria and Yemen
Armed conflict has led to an unprecedented number of internally displaced persons (IDPs) - individuals who are forced out of their homes but remain within their country. IDPs often urgently require shelter, food, and healthcare, yet prediction of when large fluxes of IDPs will cross into an area remains a major challenge for aid delivery organizations. Accurate forecasting of IDP migration would empower humanitarian aid groups to more effectively allocate resources during conflicts. We show that monthly flow of IDPs from province to province in both Syria and Yemen can be accurately forecasted one month in advance, using publicly available data. We model monthly IDP flow using data on food price, fuel price, wage, geospatial, and news data. We find that machine learning approaches can more accurately forecast migration trends than baseline persistence models. Our findings thus potentially enable proactive aid allocation for IDPs in anticipation of forecasted arrivals.
What fifty-one years of Linguistics and Artificial Intelligence research tell us about their correlation: A scientometric review
There is a strong correlation between linguistics and artificial intelligence (AI), best manifested by deep learning language models. This study provides a thorough scientometric analysis of this correlation, synthesizing the intellectual production during 51 years, from 1974 to 2024. It involves 5750 Web of Science-indexed articles published in 2124 journals, which are written by 20835 authors belonging to 13773 research centers in 794 countries. Two powerful software, viz., CiteSpace and VOSviewer, were used to generate mapping visualizations of the intellectual landscape, trending issues and (re)emerging hotspots. The results indicate that in the 1980s and 1990s, linguistics and AI research was not robust, characterized by unstable publication over time. It has, however, witnessed a remarkable increase of publication since then, reaching 1478 articles in 2023, and 546 articles in January-March timespan in 2024, involving emerging issues and hotspots, addressing new horizons, new topics, and launching new applications and powerful deep learning language models including ChatGPT.
Multilingual Mathematical Autoformalization
Autoformalization is the task of translating natural language materials into machine-verifiable formalisations. Progress in autoformalization research is hindered by the lack of a sizeable dataset consisting of informal-formal pairs expressing the same essence. Existing methods tend to circumvent this challenge by manually curating small corpora or using few-shot learning with large language models. But these methods suffer from data scarcity and formal language acquisition difficulty. In this work, we create MMA, a large, flexible, multilingual, and multi-domain dataset of informal-formal pairs, by using a language model to translate in the reverse direction, that is, from formal mathematical statements into corresponding informal ones. Experiments show that language models fine-tuned on MMA produce 16-18% of statements acceptable with minimal corrections on the miniF2F and ProofNet benchmarks, up from 0% with the base model. We demonstrate that fine-tuning on multilingual formal data results in more capable autoformalization models even when deployed on monolingual tasks.
CodeTF: One-stop Transformer Library for State-of-the-art Code LLM
Code intelligence plays a key role in transforming modern software engineering. Recently, deep learning-based models, especially Transformer-based large language models (LLMs), have demonstrated remarkable potential in tackling these tasks by leveraging massive open-source code data and programming language features. However, the development and deployment of such models often require expertise in both machine learning and software engineering, creating a barrier for the model adoption. In this paper, we present CodeTF, an open-source Transformer-based library for state-of-the-art Code LLMs and code intelligence. Following the principles of modular design and extensible framework, we design CodeTF with a unified interface to enable rapid access and development across different types of models, datasets and tasks. Our library supports a collection of pretrained Code LLM models and popular code benchmarks, including a standardized interface to train and serve code LLMs efficiently, and data features such as language-specific parsers and utility functions for extracting code attributes. In this paper, we describe the design principles, the architecture, key modules and components, and compare with other related library tools. Finally, we hope CodeTF is able to bridge the gap between machine learning/generative AI and software engineering, providing a comprehensive open-source solution for developers, researchers, and practitioners.
Artificial intelligence contribution to translation industry: looking back and forward
This study provides a comprehensive analysis of artificial intelligence (AI) contribution to translation industry (ACTI) research, synthesizing it over forty-one years from 1980-2024. 13220 articles were retrieved from three sources, namely WoS, Scopus, and Lens. We provided two types of analysis, viz., scientometric and thematic, focusing on cluster, subject categories, keywords, burstness, centrality and research centers as for the former. For the latter, we thematically review 18 articles, selected purposefully from the articles involved, centering on purpose, approach, findings, and contribution to ACTI future directions. The findings reveal that in the past AI contribution to translation industry was not rigorous, resulting in rule-based machine translation and statistical machine translation whose output was not satisfactory. However, the more AI develops, the more machine translation develops, incorporating Neural Networking Algorithms and (Deep) Language Learning Models like ChatGPT whose translation output has developed considerably. However, much rigorous research is still needed to overcome several problems encountering translation industry, specifically concerning low-source languages, multi-dialectical and free word order languages, and cultural and religious registers.
Simplifying Graph Convolutional Networks
Graph Convolutional Networks (GCNs) and their variants have experienced significant attention and have become the de facto methods for learning graph representations. GCNs derive inspiration primarily from recent deep learning approaches, and as a result, may inherit unnecessary complexity and redundant computation. In this paper, we reduce this excess complexity through successively removing nonlinearities and collapsing weight matrices between consecutive layers. We theoretically analyze the resulting linear model and show that it corresponds to a fixed low-pass filter followed by a linear classifier. Notably, our experimental evaluation demonstrates that these simplifications do not negatively impact accuracy in many downstream applications. Moreover, the resulting model scales to larger datasets, is naturally interpretable, and yields up to two orders of magnitude speedup over FastGCN.
Structural inpainting
Scene-agnostic visual inpainting remains very challenging despite progress in patch-based methods. Recently, Pathak et al. 2016 have introduced convolutional "context encoders" (CEs) for unsupervised feature learning through image completion tasks. With the additional help of adversarial training, CEs turned out to be a promising tool to complete complex structures in real inpainting problems. In the present paper we propose to push further this key ability by relying on perceptual reconstruction losses at training time. We show on a wide variety of visual scenes the merit of the approach for structural inpainting, and confirm it through a user study. Combined with the optimization-based refinement of Yang et al. 2016 with neural patches, our context encoder opens up new opportunities for prior-free visual inpainting.
Isolating Sources of Disentanglement in Variational Autoencoders
We decompose the evidence lower bound to show the existence of a term measuring the total correlation between latent variables. We use this to motivate our beta-TCVAE (Total Correlation Variational Autoencoder), a refinement of the state-of-the-art beta-VAE objective for learning disentangled representations, requiring no additional hyperparameters during training. We further propose a principled classifier-free measure of disentanglement called the mutual information gap (MIG). We perform extensive quantitative and qualitative experiments, in both restricted and non-restricted settings, and show a strong relation between total correlation and disentanglement, when the latent variables model is trained using our framework.
On Calibration of Modern Neural Networks
Confidence calibration -- the problem of predicting probability estimates representative of the true correctness likelihood -- is important for classification models in many applications. We discover that modern neural networks, unlike those from a decade ago, are poorly calibrated. Through extensive experiments, we observe that depth, width, weight decay, and Batch Normalization are important factors influencing calibration. We evaluate the performance of various post-processing calibration methods on state-of-the-art architectures with image and document classification datasets. Our analysis and experiments not only offer insights into neural network learning, but also provide a simple and straightforward recipe for practical settings: on most datasets, temperature scaling -- a single-parameter variant of Platt Scaling -- is surprisingly effective at calibrating predictions.
CodeT5+: Open Code Large Language Models for Code Understanding and Generation
Large language models (LLMs) pretrained on vast source code have achieved prominent progress in code intelligence. However, existing code LLMs have two main limitations in terms of architecture and pretraining tasks. First, they often adopt a specific architecture (encoder-only or decoder-only) or rely on a unified encoder-decoder network for different downstream tasks. The former paradigm is limited by inflexibility in applications while in the latter, the model is treated as a single system for all tasks, leading to suboptimal performance on a subset of tasks. Secondly, they often employ a limited set of pretraining objectives which might not be relevant to some downstream tasks and hence result in substantial performance degrade. To address these limitations, we propose ``CodeT5+'', a family of encoder-decoder LLMs for code in which component modules can be flexibly combined to suit a wide range of downstream code tasks. Such flexibility is enabled by our proposed mixture of pretraining objectives to mitigate the pretrain-finetune discrepancy. These objectives cover span denoising, contrastive learning, text-code matching, and causal LM pretraining tasks, on both unimodal and bimodal multilingual code corpora. Furthermore, we propose to initialize CodeT5+ with frozen off-the-shelf LLMs without training from scratch to efficiently scale up our models, and explore instruction-tuning to align with natural language instructions. We extensively evaluate CodeT5+ on over 20 code-related benchmarks in different settings, including zero-shot, finetuning, and instruction-tuning. We observe state-of-the-art (SoTA) model performance on various code-related tasks, such as code generation and completion, math programming, and text-to-code retrieval tasks. Particularly, our instruction-tuned CodeT5+ 16B achieves new SoTA results on HumanEval code generation task against other open code LLMs.
FlowMM: Generating Materials with Riemannian Flow Matching
Crystalline materials are a fundamental component in next-generation technologies, yet modeling their distribution presents unique computational challenges. Of the plausible arrangements of atoms in a periodic lattice only a vanishingly small percentage are thermodynamically stable, which is a key indicator of the materials that can be experimentally realized. Two fundamental tasks in this area are to (a) predict the stable crystal structure of a known composition of elements and (b) propose novel compositions along with their stable structures. We present FlowMM, a pair of generative models that achieve state-of-the-art performance on both tasks while being more efficient and more flexible than competing methods. We generalize Riemannian Flow Matching to suit the symmetries inherent to crystals: translation, rotation, permutation, and periodic boundary conditions. Our framework enables the freedom to choose the flow base distributions, drastically simplifying the problem of learning crystal structures compared with diffusion models. In addition to standard benchmarks, we validate FlowMM's generated structures with quantum chemistry calculations, demonstrating that it is about 3x more efficient, in terms of integration steps, at finding stable materials compared to previous open methods.
Unsupervised Out-of-Distribution Detection with Diffusion Inpainting
Unsupervised out-of-distribution detection (OOD) seeks to identify out-of-domain data by learning only from unlabeled in-domain data. We present a novel approach for this task - Lift, Map, Detect (LMD) - that leverages recent advancement in diffusion models. Diffusion models are one type of generative models. At their core, they learn an iterative denoising process that gradually maps a noisy image closer to their training manifolds. LMD leverages this intuition for OOD detection. Specifically, LMD lifts an image off its original manifold by corrupting it, and maps it towards the in-domain manifold with a diffusion model. For an out-of-domain image, the mapped image would have a large distance away from its original manifold, and LMD would identify it as OOD accordingly. We show through extensive experiments that LMD achieves competitive performance across a broad variety of datasets.
DSI++: Updating Transformer Memory with New Documents
Differentiable Search Indices (DSIs) encode a corpus of documents in model parameters and use the same model to answer user queries directly. Despite the strong performance of DSI models, deploying them in situations where the corpus changes over time is computationally expensive because reindexing the corpus requires re-training the model. In this work, we introduce DSI++, a continual learning challenge for DSI to incrementally index new documents while being able to answer queries related to both previously and newly indexed documents. Across different model scales and document identifier representations, we show that continual indexing of new documents leads to considerable forgetting of previously indexed documents. We also hypothesize and verify that the model experiences forgetting events during training, leading to unstable learning. To mitigate these issues, we investigate two approaches. The first focuses on modifying the training dynamics. Flatter minima implicitly alleviate forgetting, so we optimize for flatter loss basins and show that the model stably memorizes more documents (+12%). Next, we introduce a generative memory to sample pseudo-queries for documents and supplement them during continual indexing to prevent forgetting for the retrieval task. Extensive experiments on novel continual indexing benchmarks based on Natural Questions (NQ) and MS MARCO demonstrate that our proposed solution mitigates forgetting significantly. Concretely, it improves the average Hits@10 by +21.1% over competitive baselines for NQ and requires 6 times fewer model updates compared to re-training the DSI model for incrementally indexing five corpora in a sequence.
Guided Flows for Generative Modeling and Decision Making
Classifier-free guidance is a key component for enhancing the performance of conditional generative models across diverse tasks. While it has previously demonstrated remarkable improvements for the sample quality, it has only been exclusively employed for diffusion models. In this paper, we integrate classifier-free guidance into Flow Matching (FM) models, an alternative simulation-free approach that trains Continuous Normalizing Flows (CNFs) based on regressing vector fields. We explore the usage of Guided Flows for a variety of downstream applications. We show that Guided Flows significantly improves the sample quality in conditional image generation and zero-shot text-to-speech synthesis, boasting state-of-the-art performance. Notably, we are the first to apply flow models for plan generation in the offline reinforcement learning setting, showcasing a 10x speedup in computation compared to diffusion models while maintaining comparable performance.
A Comprehensive Guide to Explainable AI: From Classical Models to LLMs
Explainable Artificial Intelligence (XAI) addresses the growing need for transparency and interpretability in AI systems, enabling trust and accountability in decision-making processes. This book offers a comprehensive guide to XAI, bridging foundational concepts with advanced methodologies. It explores interpretability in traditional models such as Decision Trees, Linear Regression, and Support Vector Machines, alongside the challenges of explaining deep learning architectures like CNNs, RNNs, and Large Language Models (LLMs), including BERT, GPT, and T5. The book presents practical techniques such as SHAP, LIME, Grad-CAM, counterfactual explanations, and causal inference, supported by Python code examples for real-world applications. Case studies illustrate XAI's role in healthcare, finance, and policymaking, demonstrating its impact on fairness and decision support. The book also covers evaluation metrics for explanation quality, an overview of cutting-edge XAI tools and frameworks, and emerging research directions, such as interpretability in federated learning and ethical AI considerations. Designed for a broad audience, this resource equips readers with the theoretical insights and practical skills needed to master XAI. Hands-on examples and additional resources are available at the companion GitHub repository: https://github.com/Echoslayer/XAI_From_Classical_Models_to_LLMs.
DeepSeek-V3 Technical Report
We present DeepSeek-V3, a strong Mixture-of-Experts (MoE) language model with 671B total parameters with 37B activated for each token. To achieve efficient inference and cost-effective training, DeepSeek-V3 adopts Multi-head Latent Attention (MLA) and DeepSeekMoE architectures, which were thoroughly validated in DeepSeek-V2. Furthermore, DeepSeek-V3 pioneers an auxiliary-loss-free strategy for load balancing and sets a multi-token prediction training objective for stronger performance. We pre-train DeepSeek-V3 on 14.8 trillion diverse and high-quality tokens, followed by Supervised Fine-Tuning and Reinforcement Learning stages to fully harness its capabilities. Comprehensive evaluations reveal that DeepSeek-V3 outperforms other open-source models and achieves performance comparable to leading closed-source models. Despite its excellent performance, DeepSeek-V3 requires only 2.788M H800 GPU hours for its full training. In addition, its training process is remarkably stable. Throughout the entire training process, we did not experience any irrecoverable loss spikes or perform any rollbacks. The model checkpoints are available at https://github.com/deepseek-ai/DeepSeek-V3.
AlphaBlock: Embodied Finetuning for Vision-Language Reasoning in Robot Manipulation
We propose a novel framework for learning high-level cognitive capabilities in robot manipulation tasks, such as making a smiley face using building blocks. These tasks often involve complex multi-step reasoning, presenting significant challenges due to the limited paired data connecting human instructions (e.g., making a smiley face) and robot actions (e.g., end-effector movement). Existing approaches relieve this challenge by adopting an open-loop paradigm decomposing high-level instructions into simple sub-task plans, and executing them step-by-step using low-level control models. However, these approaches are short of instant observations in multi-step reasoning, leading to sub-optimal results. To address this issue, we propose to automatically collect a cognitive robot dataset by Large Language Models (LLMs). The resulting dataset AlphaBlock consists of 35 comprehensive high-level tasks of multi-step text plans and paired observation sequences. To enable efficient data acquisition, we employ elaborated multi-round prompt designs that effectively reduce the burden of extensive human involvement. We further propose a closed-loop multi-modal embodied planning model that autoregressively generates plans by taking image observations as input. To facilitate effective learning, we leverage MiniGPT-4 with a frozen visual encoder and LLM, and finetune additional vision adapter and Q-former to enable fine-grained spatial perception for manipulation tasks. We conduct experiments to verify the superiority over existing open and closed-loop methods, and achieve a significant increase in success rate by 21.4% and 14.5% over ChatGPT and GPT-4 based robot tasks. Real-world demos are shown in https://www.youtube.com/watch?v=ayAzID1_qQk .
Adaptive Data-Free Quantization
Data-free quantization (DFQ) recovers the performance of quantized network (Q) without the original data, but generates the fake sample via a generator (G) by learning from full-precision network (P), which, however, is totally independent of Q, overlooking the adaptability of the knowledge from generated samples, i.e., informative or not to the learning process of Q, resulting into the overflow of generalization error. Building on this, several critical questions -- how to measure the sample adaptability to Q under varied bit-width scenarios? whether the largest adaptability is the best? how to generate the samples with adaptive adaptability to improve Q's generalization? To answer the above questions, in this paper, we propose an Adaptive Data-Free Quantization (AdaDFQ) method, which revisits DFQ from a zero-sum game perspective upon the sample adaptability between two players -- a generator and a quantized network. Following this viewpoint, we further define the disagreement and agreement samples to form two boundaries, where the margin is optimized to adaptively regulate the adaptability of generated samples to Q, so as to address the over-and-under fitting issues. Our AdaDFQ reveals: 1) the largest adaptability is NOT the best for sample generation to benefit Q's generalization; 2) the knowledge of the generated sample should not be informative to Q only, but also related to the category and distribution information of the training data for P. The theoretical and empirical analysis validate the advantages of AdaDFQ over the state-of-the-arts. Our code is available at https://github.com/hfutqian/AdaDFQ.
RLEEGNet: Integrating Brain-Computer Interfaces with Adaptive AI for Intuitive Responsiveness and High-Accuracy Motor Imagery Classification
Current approaches to prosthetic control are limited by their reliance on traditional methods, which lack real-time adaptability and intuitive responsiveness. These limitations are particularly pronounced in assistive technologies designed for individuals with diverse cognitive states and motor intentions. In this paper, we introduce a framework that leverages Reinforcement Learning (RL) with Deep Q-Networks (DQN) for classification tasks. Additionally, we present a preprocessing technique using the Common Spatial Pattern (CSP) for multiclass motor imagery (MI) classification in a One-Versus-The-Rest (OVR) manner. The subsequent 'csp space' transformation retains the temporal dimension of EEG signals, crucial for extracting discriminative features. The integration of DQN with a 1D-CNN-LSTM architecture optimizes the decision-making process in real-time, thereby enhancing the system's adaptability to the user's evolving needs and intentions. We elaborate on the data processing methods for two EEG motor imagery datasets. Our innovative model, RLEEGNet, incorporates a 1D-CNN-LSTM architecture as the Online Q-Network within the DQN, facilitating continuous adaptation and optimization of control strategies through feedback. This mechanism allows the system to learn optimal actions through trial and error, progressively improving its performance. RLEEGNet demonstrates high accuracy in classifying MI-EEG signals, achieving as high as 100% accuracy in MI tasks across both the GigaScience (3-class) and BCI-IV-2a (4-class) datasets. These results highlight the potential of combining DQN with a 1D-CNN-LSTM architecture to significantly enhance the adaptability and responsiveness of BCI systems.
On the Impact of Fine-Tuning on Chain-of-Thought Reasoning
Large language models have emerged as powerful tools for general intelligence, showcasing advanced natural language processing capabilities that find applications across diverse domains. Despite their impressive performance, recent studies have highlighted the potential for significant enhancements in LLMs' task-specific performance through fine-tuning strategies like Reinforcement Learning with Human Feedback (RLHF), supervised fine-tuning (SFT), and Quantized Low-Rank Adapters (Q-LoRA) method. However, previous works have shown that while fine-tuning offers significant performance gains, it also leads to challenges such as catastrophic forgetting and privacy and safety risks. To this end, there has been little to no work in understanding the impact of fine-tuning on the reasoning capabilities of LLMs. Our research investigates the effect of fine-tuning on the reasoning abilities of LLMs, addressing critical questions regarding the impact of task-specific fine-tuning on overall reasoning capabilities, the influence of fine-tuning on Chain-of-Thought (CoT) reasoning performance, and the implications for the faithfulness of CoT reasonings. By exploring these dimensions, our study shows the impact of fine-tuning on LLM reasoning capabilities, where the faithfulness of CoT reasoning, on average across four datasets, decreases, highlighting potential shifts in internal mechanisms of the LLMs resulting from fine-tuning processes.