Behavior cloning suffers from poor generalization to out-of-distribution states due to compounding errors during deployment. We present Difference-Aware Retrieval Polices for Imitation Learning (DARP), a novel nearest-neighbor-based imitation learning approach that addresses this limitation by reparameterizing the imitation learning problem in terms of local neighborhood structure rather than direct state-to-action mappings. Instead of learning a global policy, DARP trains a model to predict actions based on k-nearest neighbors from expert demonstrations, their corresponding actions, and the relative distance vectors between neighbor states and query states. Our method requires no additional data collection, online expert feedback, or task-specific knowledge beyond standard behavior cloning prerequisites. We demonstrate consistent performance improvements of 15-46\% over standard behavior cloning across diverse domains, including continuous control and robotic manipulation, and across different representations, including high-dimensional visual features.
Human interventions are a common source of supervision in autonomous systems during deployment. Many existing approaches are based on avoiding interventions, yet the consequences of this objective are not well understood. We develop a geometric perspective on intervention learning that characterizes intervention avoidance as constraining policies to a face of the occupancy measure polytope. This view reveals that the effectiveness of intervention learning depends on the informativeness of the intervention strategy: highly informative interventions uniquely determine the solution, while weak interventions leave a large set of feasible policies, many of which are suboptimal. Motivated by this under-specification, we define Robust Intervention Learning (RIL) as the problem of learning policies that perform well under varying levels of intervention informativeness. From the geometric formulation, we derive Residual Intervention Fine-Tuning (RIFT), which combines interventions with a prior policy to select among feasible solutions. We show that RIFT provides provable improvement over the prior and corresponds to solving a constrained reinforcement learning problem with an induced reward. Empirically, RIFT yields consistent policy improvement across a range of intervention settings, particularly when interventions are sparse or weakly informative. These results highlight the importance of accounting for intervention informativeness and suggest a principled path toward robust learning from human feedback.
While goal-conditioned behavior cloning (GCBC) methods can perform well on in-distribution training tasks, they do not necessarily generalize zero-shot to tasks that require conditioning on novel state-goal pairs, i.e. combinatorial generalization. In part, this limitation can be attributed to a lack of temporal consistency in the state representation learned by BC; if temporally correlated states are properly encoded to similar latent representations, then the out-of-distribution gap for novel state-goal pairs would be reduced. We formalize this notion by demonstrating how encouraging long-range temporal consistency via successor representations (SR) can facilitate generalization. We then propose a simple yet effective representation learning objective, $\text{BYOL-}\gamma$ for GCBC, which theoretically approximates the successor representation in the finite MDP case through self-predictive representations, and achieves competitive empirical performance across a suite of challenging tasks requiring combinatorial generalization.
Parametric imitation learning via behavior cloning can suffer from poor generalization to out-of-distribution states due to compounding errors during deployment. We show that reusing the training data during inference via a semi-parametric retrieval-based imitation learning approach can alleviate this challenge. We present Difference-Aware Retrieval Policies for Imitation Learning (DARP), a semi-parametric retrieval-based imitation learning approach that addresses this limitation by reparameterizing the imitation learning problem in terms of local neighborhood structure rather than direct state-to-action mappings. Instead of learning a global policy, DARP trains a model to predict actions based on k-nearest neighbors from expert demonstrations, their corresponding actions, and the relative distance vectors between neighbor states and query states. DARP requires no additional assumptions beyond those made for standard behavior cloning – it does not require additional data collection, online expert feedback, or task-specific knowledge. We demonstrate consistent performance improvements of 15-46
Full models of the world require complex knowledge of immense detail. While pre-trained large models have been hypothesized to contain similar knowledge due to extensive pre-training on vast amounts of internet scale data, using them directly in a search procedure is inefficient and inaccurate. Conversely, partial models focus on making high quality predictions for a subset of state and actions: those linked through affordances that achieve user intents . Can we posit large models as partial world models? We provide a formal answer to this question, proving that agents achieving task-agnostic, language-conditioned intents necessarily possess predictive partial-world models informed by affordances. In the multi-task setting, we introduce distribution-robust affordances and show that partial models can be extracted to significantly improve search efficiency. Empirical evaluations in tabletop robotics tasks demonstrate that our affordance-aware partial models reduce the search branching factor and achieve higher rewards compared to full world models.
Plateaus, where an agent's performance stagnates at a suboptimal level, are a common problem in deep on-policy RL. Focusing on PPO due to its widespread adoption, we show that plateaus in certain regimes arise not because of known exploration, capacity, or optimization challenges, but because sample-based estimates of the loss eventually become poor proxies for the true objective over the course of training. As a recap, PPO switches between sampling rollouts from several parallel environments online using the current policy (which we call the outer loop) and performing repeated minibatch SGD steps against this offline dataset (the inner loop). In our work we consider only the outer loop, and conceptually model it as stochastic optimization. The step size is then controlled by the regularization strength towards the previous policy and the gradient noise by the number of samples collected between policy update steps. This model predicts that performance will plateau at a suboptimal level if the outer step size is too large relative to the noise. Recasting PPO in this light makes it clear that there are two ways to address this particular type of learning stagnation: either reduce the step size or increase the number of samples collected between updates. We first validate the predictions of our model and investigate how hyperparameter choices influence the step size and update noise, concluding that increasing the number of parallel environments is a simple and robust way to reduce both factors. Next, we propose a recipe for how to co-scale the other hyperparameters when increasing parallelization, and show that incorrectly doing so can lead to severe performance degradation. Finally, we vastly outperform prior baselines in a complex open-ended domain by scaling PPO to more than 1M parallel environments, thereby enabling monotonic performance improvement up to one trillion transitions.
We introduce distributional dynamic programming (DP) methods for optimizing statistical functionals of the return distribution, with standard reinforcement learning as a special case. Previous distributional DP methods could optimize the same class of expected utilities as classic DP. To go beyond, we combine distributional DP with stock augmentation, a technique previously introduced for classic DP in the context of risk-sensitive RL, where the MDP state is augmented with a statistic of the rewards obtained since the first time step. We find that a number of recently studied problems can be formulated as stock-augmented return distribution optimization, and we show that we can use distributional DP to solve them. We analyze distributional value and policy iteration, with bounds and a study of what objectives these distributional DP methods can or cannot optimize. We describe a number of applications outlining how to use distributional DP to solve different stock-augmented return distribution optimization problems, for example maximizing conditional value-at-risk, and homeostatic regulation. To highlight the practical potential of stock-augmented return distribution optimization and distributional DP, we introduce an agent that combines DQN and the core ideas of distributional DP, and empirically evaluate it for solving instances of the applications discussed.
Agents are minimally entities that are influenced by their past observations and act to influence future observations. This latter capacity is captured by empowerment, which has served as a vital framing concept across artificial intelligence and cognitive science. This former capacity, however, is equally foundational: In what ways, and to what extent, can an agent be influenced by what it observes? In this paper, we ground this concept in a universal agent-centric measure that we refer to as plasticity, and reveal a fundamental connection to empowerment. Following a set of desiderata on a suitable definition, we define plasticity using a new information-theoretic quantity we call the generalized directed information. We show that this new quantity strictly generalizes the directed information introduced by Massey (1990) while preserving all of its desirable properties. Under this definition, we find that plasticity is well thought of as the mirror of empowerment: The two concepts are defined using the same measure, with only the direction of influence reversed. Our main result establishes a tension between the plasticity and empowerment of an agent, suggesting that agent design needs to be mindful of both characteristics. We explore the implications of these findings, and suggest that plasticity, empowerment, and their relationship are essential to understanding agency
Learning a good representation is a crucial challenge for reinforcement learning (RL) agents. Self-predictive algorithms jointly learn a latent representation and dynamics model by bootstrapping from future latent representations (BYOL). Recent work has developed theoretical insights into these algorithms by studying a continuous-time ODE model in the case of a fixed policy (BYOL.); this assumption is at odds with practical implementations, which explicitly condition their predictions on future actions. In this work, we take a step towards bridging the gap between theory and practice by analyzing an action-conditional self-predictive objective (BYOL-AC) using the ODE framework. Interestingly, we uncover that BYOL-. and BYOLAC are related through the lens of variance. We unify the study of these objectives through two complementary lenses; a model-based perspective, where each objective is related to low-rank approximation of certain dynamics, and a model-free perspective, which relates the objectives to modified value, Q-value, and Advantage functions. This mismatch with the true value functions leads to the empirical observation (in both linear and deep RL experiments) that BYOL-. and BYOL-AC are either very similar in performance across many tasks or task-dependent.
Agency is a system's capacity to steer outcomes toward a goal, and is a central topic of study across biology, philosophy, cognitive science, and artificial intelligence. Determining if a system exhibits agency is a notoriously difficult question: Dennett (1989), for instance, highlights the puzzle of determining which principles can decide whether a rock, a thermostat, or a robot each possess agency. We here address this puzzle from the viewpoint of reinforcement learning by arguing that agency is fundamentally frame-dependent: Any measurement of a system's agency must be made relative to a reference frame. We support this claim by presenting a philosophical argument that each of the essential properties of agency proposed by Barandiaran et al. (2009) and Moreno (2018) are themselves frame-dependent. We conclude that any basic science of agency requires frame-dependence, and discuss the implications of this claim for reinforcement learning.
Agents that can autonomously navigate the web through a graphical user interface (GUI) using a unified action space (e.g., mouse and keyboard actions) can require very large amounts of domain-specific expert demonstrations to achieve good performance. Low sample efficiency is often exacerbated in sparse-reward and large-action-space environments, such as a web GUI, where only a few actions are relevant in any given situation. In this work, we consider the low-data regime, with limited or no access to expert behavior. To enable sample-efficient learning, we explore the effect of constraining the action space through intent-based affordances – i.e., considering in any situation only the subset of actions that achieve a desired outcome. We propose Code as Generative Affordances (), a method that leverages pre-trained vision-language models (VLMs) to generate code that determines affordable actions through implicit intent-completion functions and using a fully-automated program generation and verification pipeline. These programs are then used in-the-loop of a reinforcement learning agent to return a set of affordances given a pixel observation. By greatly reducing the number of actions that an agent must consider, we demonstrate on a wide range of tasks in the MiniWob++ benchmark that: 1) is orders of magnitude more sample efficient than its RL agent, 2) 's programs can generalize within a family of tasks, and 3) performs better or on par compared with behavior cloning when a small number of expert demonstrations is available.
A robot navigating an outdoor environment with no prior knowledge of the space must rely on its local sensing, in the form of a local metric map or local policy with some fixed horizon. A limited planning horizon can often result in myopic decisions leading the robot off course or worse, into very difficult terrain. In this work, we make a key observation that effective long range navigation only necessitates identifying good frontier directions for planning instead of full map knowledge. To address this, we introduce Long Range Navigator (LRN), which learns to predict 'affordable' frontier directions from camera images. LRN is trained entirely on unlabeled egocentric videos, making it scalable and adaptable. In off-road tests on Spot and a large vehicle, LRN reduces human interventions and improves decision speed when integrated into existing navigation stacks. personalrobotics.github.io/lrn
Labeling data is often very time consuming and expensive, leaving us with a majority of unlabeled data. Self-supervised representation learning methods such as SimCLR (Chen et al., 2020) or BYOL (Grill et al., 2020) have been very successful at learning meaningful latent representations from unlabeled image data, resulting in much more general and transferable representations for downstream tasks. Broadly, self-supervised methods fall into two types: 1) Contrastive methods, such as SimCLR; and 2) Non-Contrastive methods, such as BYOL. Contrastive methods are generally trying to maximize mutual information between related data points, so they need to compare every data point to every other data point, resulting in high variance, and thus requiring large batch sizes to work well. Non-contrastive methods like BYOL have much lower variance as they do not need to make pairwise comparisons, but are much trickier to implement as they have the possibility of collapsing to a constant vector. In this paper, we aim to develop a self-supervised objective that combines the strength of both types. We start with a particular contrastive method called the Spectral Contrastive Loss (HaoChen et al., 2021; Lu et al., 2024), and we convert it into a more general non-contrastive form; this removes the pairwise comparisons resulting in lower variance, but keeps the mutual information formulation of the contrastive method preventing collapse. We call our new objective the Mutual Information Non-Contrastive (MINC) loss. We test MINC by learning image representations on ImageNet (similar to SimCLR and BYOL) and show that it consistently improves upon the Spectral Contrastive loss baseline.
Achieving human-AI alignment in complex multi-agent games is crucial for creating trustworthy AI agents that enhance gameplay. We propose a method to evaluate this alignment using an interpretable task-sets framework, focusing on high-level behavioral tasks instead of low-level policies. Our approach has three components. First, we analyze extensive human gameplay data from Xbox's Bleeding Edge (100K+ games), uncovering behavioral patterns in a complex task space. This task space serves as a basis set for a behavior manifold capturing interpretable axes: fight-flight, explore-exploit, and solo-multi-agent. Second, we train an AI agent to play Bleeding Edge using a Generative Pretrained Causal Transformer and measure its behavior. Third, we project human and AI gameplay to the proposed behavior manifold to compare and contrast. This allows us to interpret differences in policy as higher-level behavioral concepts, e.g., we find that while human players exhibit variability in fight-flight and explore-exploit behavior, AI players tend towards uniformity. Furthermore, AI agents predominantly engage in solo play, while humans often engage in cooperative and competitive multi-agent patterns. These stark differences underscore the need for interpretable evaluation, design, and integration of AI in human-aligned applications. Our study advances the alignment discussion in AI and especially generative AI research, offering a measurable framework for interpretable human-agent alignment in multiplayer gaming.
Underpinning the past decades of work on the design, initialization, and optimization of neural networks is a seemingly innocuous assumption: that the network is trained on a stationary data distribution. In settings where this assumption is violated, e.g. deep reinforcement learning, learning algorithms become unstable and brittle with respect to hyperparameters and even random seeds. One factor driving this instability is the loss of plasticity, meaning that updating the network's predictions in response to new information becomes more difficult as training progresses. While many recent works provide analyses and partial solutions to this phenomenon, a fundamental question remains unanswered: to what extent do known mechanisms of plasticity loss overlap, and how can mitigation strategies be combined to best maintain the trainability of a network? This paper addresses these questions, showing that loss of plasticity can be decomposed into multiple independent mechanisms and that, while intervening on any single mechanism is insufficient to maintain trainability in all cases, intervening on multiple mechanisms in conjunction results in highly robust learning algorithms. We show that a combination of layer normalization and weight decay is highly effective at maintaining plasticity in a variety of synthetic nonstationary learning tasks, and further demonstrate its effectiveness on naturally arising nonstationarities, including reinforcement learning in the Arcade Learning Environment.
We study the problem of planning under model uncertainty in an online meta-reinforcement learning (RL) setting where an agent is presented with a sequence of related tasks with limited interactions per task. The agent can use its experience in each task and across tasks to estimate both the transition model and the distribution over tasks. We propose an algorithm to meta-learn the underlying structure across tasks, utilize it to plan in each task, and upper-bound the regret of the planning loss. Our bound suggests that the average regret over tasks decreases as the number of tasks increases and as the tasks are more similar. In the classical single-task setting, it is known that the planning horizon should depend on the estimated model's accuracy, that is, on the number of samples within task. We generalize this finding to meta-RL and study this dependence of planning horizons on the number of tasks. Based on our theoretical findings, we derive heuristics for selecting slowly increasing discount factors, and we validate its significance empirically.
Normalization layers have recently experienced a renaissance in the deep reinforcement learning and continual learning literature, with several works highlighting diverse benefits such as improving loss landscape conditioning and combatting overestimation bias. However, normalization brings with it a subtle but important side effect: an equivalence between growth in the norm of the network parameters and decay in the effective learning rate. This becomes problematic in continual learning settings, where the resulting learning rate schedule may decay to near zero too quickly relative to the timescale of the learning problem. We propose to make the learning rate schedule explicit with a simple re-parameterization which we call Normalize-and-Project (NaP), which couples the insertion of normalization layers with weight projection, ensuring that the effective learning rate remains constant throughout training. This technique reveals itself as a powerful analytical tool to better understand learning rate schedules in deep reinforcement learning, and as a means of improving robustness to nonstationarity in synthetic plasticity loss benchmarks along with both the single-task and sequential variants of the Arcade Learning Environment. We also show that our approach can be easily applied to popular architectures such as ResNets and transformers while recovering and in some cases even slightly improving the performance of the base model in common stationary benchmarks.
Underpinning the past decades of work on the design, initialization, and optimization of neural networks is a seemingly inoccuous assumption: that the networkis trained on a stationary data distribution. In settings where this assumption is violated, e.g. deep reinforcement learning, learning algorithms become unstableand brittle with respect to hyperparameters and even random seeds. One factor driving this instability is the loss of plasticity, meaning that updating the network’s predictions in response to new information becomes more difficult as training progresses. In this paper, we conduct a thorough analysis of the mehcnaisms of plasticity loss in neural networks trained on nonstationary learning problems, identify solutions to each of these pathologies, and integrate these solutions into a straightforward training protocol designed to maintain plasticity. We validate this approach in a variety of synthetic continual learning tasks, and further demonstrate its effectiveness on naturally arising nonstationarities
Due to the recent remarkable advances in artificial intelligence, researchers have begun to consider challenging learning problems such as learning to generalize behavior from large offline datasets or learning online in non-Markovian environments. Meanwhile, recent advances in both of these areas have increasingly relied on conditioning policies on large context lengths. A natural question is if there is a limit to the performance benefits of increasing the context length if the computation needed is available. In this work, we establish a novel theoretical result that links the context length of a policy to the time needed to reliably evaluate its performance (i.e., its mixing time) in large scale partially observable reinforcement learning environments that exhibit latent sub-task structure. This analysis underscores a key tradeoff: when we extend the context length, our policy can more effectively model non-Markovian dependencies, but this comes at the cost of potentially slower policy evaluation and as a result slower downstream learning. Moreover, our empirical results highlight the relevance of this analysis when leveraging Transformer based neural networks. This perspective will become increasingly pertinent as the field scales towards larger and more realistic environments, opening up a number of potential future directions for improving the way we design learning agents.
The ability to plan at many different levels of abstraction enables agents to envision the long-term repercussions of their decisions and thus enables sample-efficient learning. This becomes particularly beneficial in complex environments from high-dimensional state space such as pixels, where the goal is distant and the reward sparse. We introduce Forecaster, a deep hierarchical reinforcement learning approach which plans over high-level goals leveraging a temporally abstract world model. Forecaster learns an abstract model of its environment by modelling the transitions dynamics at an abstract level and training a world model on such transition. It then uses this world model to choose optimal high-level goals through a tree-search planning procedure. It additionally trains a low-level policy that learns to reach those goals. Our method not only captures building world models with longer horizons, but also, planning with such models in downstream tasks. We empirically demonstrate Forecaster's potential in both single-task learning and generalization to new tasks in the AntMaze domain.