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Mar 11

On-Policy Policy Gradient Reinforcement Learning Without On-Policy Sampling

On-policy reinforcement learning (RL) algorithms perform policy updates using i.i.d. trajectories collected by the current policy. However, after observing only a finite number of trajectories, on-policy sampling may produce data that fails to match the expected on-policy data distribution. This sampling error leads to noisy updates and data inefficient on-policy learning. Recent work in the policy evaluation setting has shown that non-i.i.d., off-policy sampling can produce data with lower sampling error than on-policy sampling can produce. Motivated by this observation, we introduce an adaptive, off-policy sampling method to improve the data efficiency of on-policy policy gradient algorithms. Our method, Proximal Robust On-Policy Sampling (PROPS), reduces sampling error by collecting data with a behavior policy that increases the probability of sampling actions that are under-sampled with respect to the current policy. Rather than discarding data from old policies -- as is commonly done in on-policy algorithms -- PROPS uses data collection to adjust the distribution of previously collected data to be approximately on-policy. We empirically evaluate PROPS on both continuous-action MuJoCo benchmark tasks as well as discrete-action tasks and demonstrate that (1) PROPS decreases sampling error throughout training and (2) improves the data efficiency of on-policy policy gradient algorithms. Our work improves the RL community's understanding of a nuance in the on-policy vs off-policy dichotomy: on-policy learning requires on-policy data, not on-policy sampling.

Reinforcement Learning in the Era of LLMs: What is Essential? What is needed? An RL Perspective on RLHF, Prompting, and Beyond

Recent advancements in Large Language Models (LLMs) have garnered wide attention and led to successful products such as ChatGPT and GPT-4. Their proficiency in adhering to instructions and delivering harmless, helpful, and honest (3H) responses can largely be attributed to the technique of Reinforcement Learning from Human Feedback (RLHF). In this paper, we aim to link the research in conventional RL to RL techniques used in LLM research. Demystify this technique by discussing why, when, and how RL excels. Furthermore, we explore potential future avenues that could either benefit from or contribute to RLHF research. Highlighted Takeaways: 1. RLHF is Online Inverse RL with Offline Demonstration Data. 2. RLHF > SFT because Imitation Learning (and Inverse RL) > Behavior Cloning (BC) by alleviating the problem of compounding error. 3. The RM step in RLHF generates a proxy of the expensive human feedback, such an insight can be generalized to other LLM tasks such as prompting evaluation and optimization where feedback is also expensive. 4. The policy learning in RLHF is more challenging than conventional problems studied in IRL due to their high action dimensionality and feedback sparsity. 5. The main superiority of PPO over off-policy value-based methods is its stability gained from (almost) on-policy data and conservative policy updates.

Self-Play Preference Optimization for Language Model Alignment

Traditional reinforcement learning from human feedback (RLHF) approaches relying on parametric models like the Bradley-Terry model fall short in capturing the intransitivity and irrationality in human preferences. Recent advancements suggest that directly working with preference probabilities can yield a more accurate reflection of human preferences, enabling more flexible and accurate language model alignment. In this paper, we propose a self-play-based method for language model alignment, which treats the problem as a constant-sum two-player game aimed at identifying the Nash equilibrium policy. Our approach, dubbed Self-Play Preference Optimization (SPPO), approximates the Nash equilibrium through iterative policy updates and enjoys theoretical convergence guarantee. Our method can effectively increase the log-likelihood of the chosen response and decrease that of the rejected response, which cannot be trivially achieved by symmetric pairwise loss such as Direct Preference Optimization (DPO) and Identity Preference Optimization (IPO). In our experiments, using only 60k prompts (without responses) from the UltraFeedback dataset and without any prompt augmentation, by leveraging a pre-trained preference model PairRM with only 0.4B parameters, SPPO can obtain a model from fine-tuning Mistral-7B-Instruct-v0.2 that achieves the state-of-the-art length-controlled win-rate of 28.53% against GPT-4-Turbo on AlpacaEval 2.0. It also outperforms the (iterative) DPO and IPO on MT-Bench and the Open LLM Leaderboard. Notably, the strong performance of SPPO is achieved without additional external supervision (e.g., responses, preferences, etc.) from GPT-4 or other stronger language models.

Mirror Descent Policy Optimization

Mirror descent (MD), a well-known first-order method in constrained convex optimization, has recently been shown as an important tool to analyze trust-region algorithms in reinforcement learning (RL). However, there remains a considerable gap between such theoretically analyzed algorithms and the ones used in practice. Inspired by this, we propose an efficient RL algorithm, called {\em mirror descent policy optimization} (MDPO). MDPO iteratively updates the policy by {\em approximately} solving a trust-region problem, whose objective function consists of two terms: a linearization of the standard RL objective and a proximity term that restricts two consecutive policies to be close to each other. Each update performs this approximation by taking multiple gradient steps on this objective function. We derive {\em on-policy} and {\em off-policy} variants of MDPO, while emphasizing important design choices motivated by the existing theory of MD in RL. We highlight the connections between on-policy MDPO and two popular trust-region RL algorithms: TRPO and PPO, and show that explicitly enforcing the trust-region constraint is in fact {\em not} a necessity for high performance gains in TRPO. We then show how the popular soft actor-critic (SAC) algorithm can be derived by slight modifications of off-policy MDPO. Overall, MDPO is derived from the MD principles, offers a unified approach to viewing a number of popular RL algorithms, and performs better than or on-par with TRPO, PPO, and SAC in a number of continuous control tasks. Code is available at https://github.com/manantomar/Mirror-Descent-Policy-Optimization.

Pairwise Proximal Policy Optimization: Harnessing Relative Feedback for LLM Alignment

Large Language Models (LLMs) can acquire extensive world knowledge through pre-training on large corpora. However, due to exposure to low-quality data, LLMs may exhibit harmful behavior without aligning with human values. The dominant approach for steering LLMs towards beneficial behavior involves Reinforcement Learning with Human Feedback (RLHF), with Proximal Policy Optimization (PPO) serving as the default RL optimizer. Despite its effectiveness, PPO has limitations when optimizing rewards trained from comparison-based loss. Primarily, PPO is not invariant to equivalent reward functions containing identical preference information due to the need to calibrate the reward scale. Additionally, PPO's necessity for token-wise updates introduces complexity in both function approximation and algorithm design compared to trajectory-wise optimization. This paper proposes a new framework, reinforcement learning with relative feedback, and a novel trajectory-wise policy gradient algorithm, Pairwise Proximal Policy Optimization (P3O) that operates directly on comparative rewards. We show theoretically that P3O is invariant to equivalent rewards and avoids the complexity of PPO. Empirical evaluations demonstrate that P3O outperforms PPO in the KL-Reward trade-off and can align with human preferences as well as or better than prior methods. In summary, this work introduces a simpler yet effective approach for aligning LLMs to human preferences through relative feedback.

ReLIC: A Recipe for 64k Steps of In-Context Reinforcement Learning for Embodied AI

Intelligent embodied agents need to quickly adapt to new scenarios by integrating long histories of experience into decision-making. For instance, a robot in an unfamiliar house initially wouldn't know the locations of objects needed for tasks and might perform inefficiently. However, as it gathers more experience, it should learn the layout of its environment and remember where objects are, allowing it to complete new tasks more efficiently. To enable such rapid adaptation to new tasks, we present ReLIC, a new approach for in-context reinforcement learning (RL) for embodied agents. With ReLIC, agents are capable of adapting to new environments using 64,000 steps of in-context experience with full attention while being trained through self-generated experience via RL. We achieve this by proposing a novel policy update scheme for on-policy RL called "partial updates'' as well as a Sink-KV mechanism that enables effective utilization of a long observation history for embodied agents. Our method outperforms a variety of meta-RL baselines in adapting to unseen houses in an embodied multi-object navigation task. In addition, we find that ReLIC is capable of few-shot imitation learning despite never being trained with expert demonstrations. We also provide a comprehensive analysis of ReLIC, highlighting that the combination of large-scale RL training, the proposed partial updates scheme, and the Sink-KV are essential for effective in-context learning. The code for ReLIC and all our experiments is at https://github.com/aielawady/relic

Multi-Fidelity Reinforcement Learning for Time-Optimal Quadrotor Re-planning

High-speed online trajectory planning for UAVs poses a significant challenge due to the need for precise modeling of complex dynamics while also being constrained by computational limitations. This paper presents a multi-fidelity reinforcement learning method (MFRL) that aims to effectively create a realistic dynamics model and simultaneously train a planning policy that can be readily deployed in real-time applications. The proposed method involves the co-training of a planning policy and a reward estimator; the latter predicts the performance of the policy's output and is trained efficiently through multi-fidelity Bayesian optimization. This optimization approach models the correlation between different fidelity levels, thereby constructing a high-fidelity model based on a low-fidelity foundation, which enables the accurate development of the reward model with limited high-fidelity experiments. The framework is further extended to include real-world flight experiments in reinforcement learning training, allowing the reward model to precisely reflect real-world constraints and broadening the policy's applicability to real-world scenarios. We present rigorous evaluations by training and testing the planning policy in both simulated and real-world environments. The resulting trained policy not only generates faster and more reliable trajectories compared to the baseline snap minimization method, but it also achieves trajectory updates in 2 ms on average, while the baseline method takes several minutes.

Process Reinforcement through Implicit Rewards

Dense process rewards have proven a more effective alternative to the sparse outcome-level rewards in the inference-time scaling of large language models (LLMs), particularly in tasks requiring complex multi-step reasoning. While dense rewards also offer an appealing choice for the reinforcement learning (RL) of LLMs since their fine-grained rewards have the potential to address some inherent issues of outcome rewards, such as training efficiency and credit assignment, this potential remains largely unrealized. This can be primarily attributed to the challenges of training process reward models (PRMs) online, where collecting high-quality process labels is prohibitively expensive, making them particularly vulnerable to reward hacking. To address these challenges, we propose PRIME (Process Reinforcement through IMplicit rEwards), which enables online PRM updates using only policy rollouts and outcome labels through implict process rewards. PRIME combines well with various advantage functions and forgoes the dedicated reward model training phrase that existing approaches require, substantially reducing the development overhead. We demonstrate PRIME's effectiveness on competitional math and coding. Starting from Qwen2.5-Math-7B-Base, PRIME achieves a 15.1% average improvement across several key reasoning benchmarks over the SFT model. Notably, our resulting model, Eurus-2-7B-PRIME, surpasses Qwen2.5-Math-7B-Instruct on seven reasoning benchmarks with 10% of its training data.

Estimation-Action-Reflection: Towards Deep Interaction Between Conversational and Recommender Systems

Recommender systems are embracing conversational technologies to obtain user preferences dynamically, and to overcome inherent limitations of their static models. A successful Conversational Recommender System (CRS) requires proper handling of interactions between conversation and recommendation. We argue that three fundamental problems need to be solved: 1) what questions to ask regarding item attributes, 2) when to recommend items, and 3) how to adapt to the users' online feedback. To the best of our knowledge, there lacks a unified framework that addresses these problems. In this work, we fill this missing interaction framework gap by proposing a new CRS framework named Estimation-Action-Reflection, or EAR, which consists of three stages to better converse with users. (1) Estimation, which builds predictive models to estimate user preference on both items and item attributes; (2) Action, which learns a dialogue policy to determine whether to ask attributes or recommend items, based on Estimation stage and conversation history; and (3) Reflection, which updates the recommender model when a user rejects the recommendations made by the Action stage. We present two conversation scenarios on binary and enumerated questions, and conduct extensive experiments on two datasets from Yelp and LastFM, for each scenario, respectively. Our experiments demonstrate significant improvements over the state-of-the-art method CRM [32], corresponding to fewer conversation turns and a higher level of recommendation hits.

Perceptual Quality Improvement in Videoconferencing using Keyframes-based GAN

In the latest years, videoconferencing has taken a fundamental role in interpersonal relations, both for personal and business purposes. Lossy video compression algorithms are the enabling technology for videoconferencing, as they reduce the bandwidth required for real-time video streaming. However, lossy video compression decreases the perceived visual quality. Thus, many techniques for reducing compression artifacts and improving video visual quality have been proposed in recent years. In this work, we propose a novel GAN-based method for compression artifacts reduction in videoconferencing. Given that, in this context, the speaker is typically in front of the camera and remains the same for the entire duration of the transmission, we can maintain a set of reference keyframes of the person from the higher-quality I-frames that are transmitted within the video stream and exploit them to guide the visual quality improvement; a novel aspect of this approach is the update policy that maintains and updates a compact and effective set of reference keyframes. First, we extract multi-scale features from the compressed and reference frames. Then, our architecture combines these features in a progressive manner according to facial landmarks. This allows the restoration of the high-frequency details lost after the video compression. Experiments show that the proposed approach improves visual quality and generates photo-realistic results even with high compression rates. Code and pre-trained networks are publicly available at https://github.com/LorenzoAgnolucci/Keyframes-GAN.