We propose a novel k-step return estimation method (called KETCHUP) for Reinforcement Learning(RL)-based knowledge distillation (KD) in text generation tasks. Our idea is to induce a K-step return by using the Bellman Optimality Equation for multiple steps. Theoretical analysis shows that this K-step formulation reduces the variance of the gradient estimates, thus leading to improved RL optimization especially when the student model size is large. Empirical evaluation on three text generation tasks demonstrates that our approach yields superior performance in both standard task metrics and large language model (LLM)-based evaluation. These results suggest that our K-step return induction offers a promising direction for enhancing RL-based KD in LLM research.
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
The hippocampal formation and adjacent parahippocampal areas are central to intelligent behaviour such as memory and navigation. Understanding how systems in the brain generate structured representations from experience remains a fundamental goal in neuroscience. A central open question is whether a single computational principle can account for the diverse neural responses observed across the hippocampal-entorhinal circuit. Existing models often rely on hand-crafted features or specialized learning mechanisms unrelated to sensory observations, and typically express representations of only a small subset of known cell types. Further, representations learned in such models are often not empirically evaluated against neural representations observed in the navigating brain. Here, we introduce a neurobiologically-inspired and robust computational model in which diverse cell types emerge from a single learning objective with minimal hand-engineered assumptions. Our model applies contrastive graph representation learning to transitions between high-dimensional visual observations, constructing a metric space in which temporally adjacent sensory observations are mapped to nearby states. Inspired by the anatomical information flow of the hippocampal-entorhinal system, and anchored in output representations based on neural coding in the entorhinal cortex, the model gives rise to activity resembling place cells, grid cells, boundary vector cells, band cells, corner cells, and conjunctive cells among others. Across varied environments and sensory streams, the framework captures not only diverse neural response patterns but also the functional dependencies between them, mirroring the proposed sequential representational structure observed in the hippocampal-entorhinal system. Crucially, place-cell-like features of the model quantitatively reproduce remapping dynamics observed in CA1 of freely moving animals, and afford theoretical explanatory power of existing neurobiologically-informed models. This work thus offers a unified computational model of spatial coding in the hippocampal-entorhinal system and a testable framework for generating mechanistic hypotheses in silico , to be evaluated in vivo . ### Competing Interest Statement The authors have declared no competing interest. Natural Sciences and Engineering Research Council of Canada (NSERC) Canada CIFAR AI Chair Program Google DeepMind Chair in Artificial Intelligence
In the traditional view of reinforcement learning, the agent's goal is to find an optimal policy that maximizes its expected sum of rewards. Once the agent finds this policy, the learning ends. This view contrasts with continual reinforcement learning, where learning does not end, and agents are expected to continually learn and adapt indefinitely. Despite the clear distinction between these two paradigms of learning, much of the progress in continual reinforcement learning has been shaped by foundations rooted in the traditional view of reinforcement learning. In this paper, we first examine whether the foundations of traditional reinforcement learning are suitable for the continual reinforcement learning paradigm. We identify four key pillars of the traditional reinforcement learning foundations that are antithetical to the goals of continual learning: the Markov decision process formalism, the focus on atemporal artifacts, the expected sum of rewards as an evaluation metric, and episodic benchmark environments that embrace the other three foundations. We then propose a new formalism that sheds the first and the third foundations and replaces them with the history process as a mathematical formalism and a new definition of deviation regret, adapted for continual learning, as an evaluation metric. Finally, we discuss possible approaches to shed the other two foundations.
We study the benefits of different sparse architectures for deep reinforcement learning. In particular, we focus on image-based domains where spatially-biased and fully-connected architectures are common. Using these and several other architectures of equal capacity, we show that sparse structure has a significant effect on learning performance. We also observe that choosing the best sparse architecture for a given domain depends on whether the hidden layer weights are fixed or learned.
We present Neural Bayesian Filtering (NBF), an algorithm for maintaining distributions over hidden states, called beliefs, in partially observable systems. NBF is trained to find a good latent representation of the beliefs induced by a task. It maps beliefs to fixed-length embedding vectors, which condition generative models for sampling. During filtering, particle-style updates compute posteriors in this embedding space using incoming observations and the environment's dynamics. NBF combines the computational efficiency of classical filters with the expressiveness of deep generative models - tracking rapidly shifting, multimodal beliefs while mitigating the risk of particle impoverishment. We validate NBF in state estimation tasks in three partially observable environments.
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.
A key challenge in the field of reinforcement learning is to develop agents that behave cautiously in novel situations. It is generally impossible to anticipate all situations that an autonomous system may face or what behavior would best avoid bad outcomes. An agent that could learn to be cautious would overcome this challenge by discovering for itself when and how to behave cautiously. In contrast, current approaches typically embed task-specific safety information or explicit cautious behaviors into the system, which is error-prone and imposes extra burdens on practitioners. In this paper, we present both a sequence of tasks where cautious behavior becomes increasingly non-obvious, as well as an algorithm to demonstrate that it is possible for a system to \emph{learn} to be cautious. The essential features of our algorithm are that it characterizes reward function uncertainty without task-specific safety information and uses this uncertainty to construct a robust policy. Specifically, we construct robust policies with a $k$-of-$N$ counterfactual regret minimization (CFR) subroutine given a learned reward function uncertainty represented by a neural network ensemble belief. These policies exhibit caution in each of our tasks without any task-specific safety tuning.
Reinforcement learning (RL) typically models the interaction between the agent and environment as a Markov decision process (MDP), where the rewards that guide the agent's behavior are always observable. However, in many real-world scenarios, rewards are not always observable, which can be modeled as a monitored Markov decision process (Mon-MDP). Prior work on Mon-MDPs have been limited to simple, tabular cases, restricting their applicability to real-world problems. This work explores Mon-MDPs using function approximation (FA) and investigates the challenges involved. We show that combining function approximation with a learned reward model enables agents to generalize from monitored states with observable rewards, to unmonitored environment states with unobservable rewards. Therefore, we demonstrate that such generalization with a reward model achieves near-optimal policies in environments formally defined as unsolvable. However, we identify a critical limitation of such function approximation, where agents incorrectly extrapolate rewards due to overgeneralization, resulting in undesirable behaviors. To mitigate overgeneralization, we propose a cautious police optimization method leveraging reward uncertainty. This work serves as a step towards bridging this gap between Mon-MDP theory and real-world applications.
Regret minimization is a general approach to online optimization which plays a crucial role in many algorithms for approximating Nash equilibria in two-player zero-sum games. The literature mainly focuses on solving individual games in isolation. However, in practice, players often encounter a distribution of similar but distinct games. For example, when trading correlated assets on the stock market, or when refining the strategy in subgames of a much larger game. Recently, offline meta-learning was used to accelerate one-sided equilibrium finding on such distributions. We build upon this, extending the framework to the more challenging self-play setting, which is the basis for most state-of-the-art equilibrium approximation algorithms for domains at scale. When selecting the strategy, our method uniquely integrates information across all decision states, promoting global communication as opposed to the traditional local regret decomposition. Empirical evaluation on normal-form games and river poker subgames shows our meta-learned algorithms considerably outperform other state-of-the-art regret minimization algorithms.
Nash equilibrium is perhaps the best-known solution concept in game theory. Such a solution assigns a strategy to each player which offers no incentive to unilaterally deviate. While a Nash equilibrium is guaranteed to always exist, the problem of finding one in general-sum games is PPAD-complete, generally considered intractable. Regret minimization is an efficient framework for approximating Nash equilibria in two-player zero-sum games. However, in general-sum games, such algorithms are only guaranteed to converge to a coarse-correlated equilibrium (CCE), a solution concept where players can correlate their strategies. In this work, we use meta-learning to minimize the correlations in strategies produced by a regret minimizer. This encourages the regret minimizer to find strategies that are closer to a Nash equilibrium. The meta-learned regret minimizer is still guaranteed to converge to a CCE, but we give a bound on the distance to Nash equilibrium in terms of our meta-loss. We evaluate our approach in general-sum imperfect information games. Our algorithms provide significantly better approximations of Nash equilibria than state-of-the-art regret minimization techniques.
While reinforcement learning agents can achieve superhuman performance in many complex tasks, they typically do not become more computationally efficient as they improve. In contrast, humans gradually require less cognitive effort as they become more proficient at a task. If agents could reason about their compute as they learn, could they similarly reduce their computation footprint? If they could, we could have more energy efficient agents or free up compute cycles for other processes like planning. In this paper, we experiment with showing agents the cost of their computation and giving them the ability to control when they use compute. We conduct our experiments on the Arcade Learning Environment, and our results demonstrate that with the same training compute budget, agents that reason about their compute perform better on 75% of games. Furthermore, these agents use three times less compute on average. We analyze individual games and show where agents gain these efficiencies.
A tenet of reinforcement learning is that the agent always observes rewards. However, this is not true in many realistic settings, e.g., a human observer may not always be available to provide rewards, sensors may be limited or malfunctioning, or rewards may be inaccessible during deployment. Monitored Markov decision processes (Mon-MDPs) have recently been proposed to model such settings. However, existing Mon-MDP algorithms have several limitations: they do not fully exploit the problem structure, cannot leverage a known monitor, lack worst-case guarantees for 'unsolvable' Mon-MDPs without specific initialization, and offer only asymptotic convergence proofs. This paper makes three contributions. First, we introduce a model-based algorithm for Mon-MDPs that addresses these shortcomings. The algorithm employs two instances of model-based interval estimation: one to ensure that observable rewards are reliably captured, and another to learn the minimax-optimal policy. Second, we empirically demonstrate the advantages. We show faster convergence than prior algorithms in over four dozen benchmarks, and even more dramatic improvement when the monitoring process is known. Third, we present the first finite-sample bound on performance. We show convergence to a minimax-optimal policy even when some rewards are never observable.
Exploration in reinforcement learning (RL) remains an open challenge. RL algorithms rely on observing rewards to train the agent, and if informative rewards are sparse the agent learns slowly or may not learn at all. To improve exploration and reward discovery, popular algorithms rely on optimism. But what if sometimes rewards are unobservable, e.g., situations of partial monitoring in bandits and the recent formalism of monitored Markov decision process? In this case, optimism can lead to suboptimal behavior that does not explore further to collapse uncertainty. With this paper, we present a novel exploration strategy that overcomes the limitations of existing methods and guarantees convergence to an optimal policy even when rewards are not always observable. We further propose a collection of tabular environments for benchmarking exploration in RL (with and without unobservable rewards) and show that our method outperforms existing ones.
In reinforcement learning (RL), an agent learns to perform a task by interacting with an environment and receiving feedback (a numerical reward) for its actions. However, the assumption that rewards are always observable is often not applicable in real-world problems. For example, the agent may need to ask a human to supervise its actions or activate a monitoring system to receive feedback. There may even be a period of time before rewards become observable, or a period of time after which rewards are no longer given. In other words, there are cases where the environment generates rewards in response to the agent's actions but the agent cannot observe them. In this paper, we formalize a novel but general RL framework - Monitored MDPs - where the agent cannot always observe rewards. We discuss the theoretical and practical consequences of this setting, show challenges raised even in toy environments, and propose algorithms to begin to tackle this novel setting. This paper introduces a powerful new formalism that encompasses both new and existing problems and lays the foundation for future research.
Dyna-style reinforcement learning (RL) agents improve sample efficiency over model-free RL agents by updating the value function with simulated experience generated by an environment model. However, it is often difficult to learn accurate models of environment dynamics, and even small errors may result in failure of Dyna agents. In this paper, we highlight that one potential cause of that failure is bootstrapping off of the values of simulated states, and introduce a new Dyna algorithm to avoid this failure. We discuss a design space of Dyna algorithms, based on using successor or predecessor models---simulating forwards or backwards---and using one-step or multi-step updates. Three of the variants have been explored, but surprisingly the fourth variant has not: using predecessor models with multi-step updates. We present the \emph{Hallucinated Value Hypothesis} (HVH): updating the values of real states towards values of simulated states can result in misleading action values which adversely affect the control policy. We discuss and evaluate all four variants of Dyna amongst which three update real states toward simulated states --- so potentially toward hallucinated values --- and our proposed approach, which does not. The experimental results provide evidence for the HVH, and suggest that using predecessor models with multi-step updates is a fruitful direction toward developing Dyna algorithms that are more robust to model error.
Identifying key patterns of tactics implemented by rival teams, and developing effective responses, lies at the heart of modern football. However, doing so algorithmically remains an open research challenge. To address this unmet need, we propose TacticAI, an AI football tactics assistant developed and evaluated in close collaboration with domain experts from Liverpool FC. We focus on analysing corner kicks, as they offer coaches the most direct opportunities for interventions and improvements. TacticAI incorporates both a predictive and a generative component, allowing the coaches to effectively sample and explore alternative player setups for each corner kick routine and to select those with the highest predicted likelihood of success. We validate TacticAI on a number of relevant benchmark tasks: predicting receivers and shot attempts and recommending player position adjustments. The utility of TacticAI is validated by a qualitative study conducted with football domain experts at Liverpool FC. We show that TacticAI's model suggestions are not only indistinguishable from real tactics, but also favoured over existing tactics 90% of the time, and that TacticAI offers an effective corner kick retrieval system. TacticAI achieves these results despite the limited availability of gold-standard data, achieving data efficiency through geometric deep learning.
The literature on game-theoretic equilibrium finding predominantly focuses on single games or their repeated play. Nevertheless, numerous real-world scenarios feature playing a game sampled from a distribution of similar, but not identical games, such as playing poker with different public cards or trading correlated assets on the stock market. As these similar games feature similar equilibra, we investigate a way to accelerate equilibrium finding on such a distribution. We present a novel "learning not to regret" framework, enabling us to meta-learn a regret minimizer tailored to a specific distribution. Our key contribution, Neural Predictive Regret Matching, is uniquely meta-learned to converge rapidly for the chosen distribution of games, while having regret minimization guarantees on any game. We validated our algorithms' faster convergence on a distribution of river poker games. Our experiments show that the meta-learned algorithms outpace their non-meta-learned counterparts, achieving more than tenfold improvements.
We study how a Reinforcement Learning (RL) system can remain sample-efficient when learning from an imperfect model of the environment. This is particularly challenging when the learning system is resource-constrained and in continual settings, where the environment dynamics change. To address these challenges, our paper introduces an online, meta-gradient algorithm that tunes a probability with which states are queried during Dyna-style planning. Our study compares the aggregate, empirical performance of this meta-gradient method to baselines that employ conventional sampling strategies. Results indicate that our method improves efficiency of the planning process, which, as a consequence, improves the sample-efficiency of the overall learning process. On the whole, we observe that our meta-learned solutions avoid several pathologies of conventional planning approaches, such as sampling inaccurate transitions and those that stall credit assignment. We believe these findings could prove useful, in future work, for designing model-based RL systems at scale.
The ability to learn good representations of states is essential for solving large reinforcement learning problems, where exploration, generalization, and transfer are particularly challenging. The Laplacian representation is a promising approach to address these problems by inducing informative state encoding and intrinsic rewards for temporally-extended action discovery and reward shaping. To obtain the Laplacian representation one needs to compute the eigensystem of the graph Laplacian, which is often approximated through optimization objectives compatible with deep learning approaches. These approximations, however, depend on hyperparameters that are impossible to tune efficiently, converge to arbitrary rotations of the desired eigenvectors, and are unable to accurately recover the corresponding eigenvalues. In this paper we introduce a theoretically sound objective and corresponding optimization algorithm for approximating the Laplacian representation. Our approach naturally recovers both the true eigenvectors and eigenvalues while eliminating the hyperparameter dependence of previous approximations. We provide theoretical guarantees for our method and we show that those results translate empirically into robust learning across multiple environments.
Sorin Achim合作论文数CMU- Computer Science Department5