Sample efficiency is one of the main bottlenecks for optimal decision making via reinforcement learning. Pretraining a policy to maximize the entropy of the state visitation can substantially speedup reinforcement learning of downstream tasks. It is still an open question how to maximize the state entropy in POMDPs, where the true states of the environment, or their entropy, are not observed. In this work, we propose to maximize the entropy of a sufficient statistic of the history, which is called an information state. First, we show that a recursive latent model that predicts future observations is an information state in this setting. Then, we provide a practical algorithm, called LatEnt, to simultaneously learn the latent model and a latent-based policy maximizing the corresponding entropy objective from reward-free interactions with the POMDP. We empirically show that our approach induces higher state entropy than existing methods, which translates to better performance on downstream tasks. As a byproduct, we open-source PROBE, the first benchmark to test reward-free pretraining in POMDPs.
Deep Reinforcement Learning (DRL) is widely recognized as sample-inefficient, a limitation attributable in part to the high dimensionality and substantial functional redundancy inherent to the policy parameter space. A recent framework, which we refer to as Action-based Policy Compression (APC), mitigates this issue by compressing the parameter space Θ into a low-dimensional latent manifold 𝒵 using a learned generative mapping g:𝒵→ Θ. However, its performance is severely constrained by relying on immediate action-matching as a reconstruction loss, a myopic proxy for behavioral similarity that suffers from compounding errors across sequential decisions. To overcome this bottleneck, we introduce Occupancy-based Policy Compression (OPC), which enhances APC by shifting behavior representation from immediate action-matching to long-horizon state-space coverage. Specifically, we propose two principal improvements: (1) we curate the dataset generation with an information-theoretic uniqueness metric that delivers a diverse population of policies; and (2) we propose a fully differentiable compression objective that directly minimizes the divergence between the true and reconstructed mixture occupancy distributions. These modifications force the generative model to organize the latent space around true functional similarity, promoting a latent representation that generalizes over a broad spectrum of behaviors while retaining most of the original parameter space's expressivity. Finally, we empirically validate the advantages of our contributions across multiple continuous control benchmarks.
Despite its recent successes, Deep Reinforcement Learning (DRL) is notoriously sample-inefficient. We argue that this inefficiency stems from the standard practice of optimizing policies directly in the high-dimensional and highly redundant parameter space $\\Theta$. This challenge is greatly compounded in multi-task settings. In this work, we develop a novel, unsupervised approach that compresses the policy parameter space $\\Theta$ into a low-dimensional latent space $\\mathcal Z$. We train a generative model $g:\\mathcal Z\\to\\Theta$ by optimizing a behavioral reconstruction loss, which ensures that the latent space is organized by functional similarity rather than proximity in parameterization. We conjecture that the inherent dimensionality of this manifold is a function of the environment's complexity, rather than the size of the policy network. We validate our approach in continuous control domains, showing that the parameterization of standard policy networks can be compressed up to five orders of magnitude while retaining most of its expressivity. As a byproduct, we show that the learned manifold enables task-specific adaptation via Policy Gradient operating in the latent space $\\mathcal{Z}$.
Parallelization in Reinforcement Learning is typically employed to speed up the training of a single policy, where multiple workers collect experience from an identical sampling distribution. This common design limits the potential of parallelization by neglecting the advantages of diverse exploration strategies. We propose K-Myriad, a scalable and unsupervised method that maximizes the collective state entropy induced by a population of parallel policies. By cultivating a portfolio of specialized exploration strategies, K-Myriad provides a robust initialization for Reinforcement Learning, leading to both higher training efficiency and the discovery of heterogeneous solutions. Experiments on high-dimensional continuous control tasks, with large-scale parallelization, demonstrate that K-Myriad can learn a broad set of distinct policies, highlighting its effectiveness for collective exploration and paving the way towards novel parallelization strategies.
Recent advances in vision-language-action (VLA) models for robotics have highlighted the importance of reliable uncertainty quantification in sequential tasks. However, assessing and improving calibration in such settings remains mostly unexplored, especially when only partial trajectories are observed. In this work, we formulate for episodic tasks, where task-success confidence is produced along an episode, while success is determined at the end of it. We introduce a sequential extension of the Brier score and show that, for binary outcomes, its risk minimizer coincides with the VLA policy’s value function. This connection bridges uncertainty calibration and reinforcement learning, enabling the use of temporal-difference (TD) value estimation as a principled calibration mechanism over time. We empirically show that TD calibration improves performance relative to the state-of-the-art on simulated and real-robot data. Interestingly, we show that when calibrated using TD, the VLA's single-step action probabilities can yield competitive uncertainty estimates, in contrast to recent findings that employed different calibration techniques.
We provide an original theoretical study of Inverse Reinforcement Learning (IRL) through the lens of reward compatibility, a novel framework to quantify the compatibility of a reward with the given expert's demonstrations. Intuitively, a reward is more compatible with the demonstrations the closer the performance of the expert's policy computed with that reward is to the optimal performance for that reward. This generalizes the notion of feasible reward set, the most common framework in the theoretical IRL literature, for which a reward is either compatible or not compatible. The grayscale introduced by the reward compatibility is the key to extend the realm of provably efficient IRL far beyond what is attainable with the feasible reward set: from tabular to large-scale MDPs. We analyze the IRL problem across various settings, including optimal and suboptimal expert's demonstrations and both online and offline data collection. For all of these dimensions, we provide a tractable algorithm and corresponding sample complexity analysis, as well as various insights on reward compatibility and how the framework can pave the way to yet more general problem settings.
Behavioral cloning is a simple yet effective technique for learning sequential decision-making from demonstrations. Recently, it has gained prominence as the core of foundation models for the physical world, where achieving generalization requires countless demonstrations of a multitude of tasks. Typically, a human expert with full information on the task demonstrates a (nearly) optimal behavior. In this paper, we propose to hide some of the task's information from the demonstrator. This ``blindfolded'' expert is compelled to employ non-trivial *exploration* to solve the task. We show that cloning the blindfolded expert generalizes better to unseen tasks than its fully-informed counterpart. We conduct experiments of real-world robot peg insertion tasks with (limited) human demonstrations, alongside videogames from the Procgen benchmark. Additionally, we support our findings with theoretical analysis, which confirms that the generalization error scales with $\sqrt{I/m}$, where $I$ measures the amount of task information available to the demonstrator, and $m$ is the number of demonstrated tasks. Both theory and practice indicate that cloning blindfolded experts generalizes better with fewer demonstrated tasks. Project page with videos and code: [https://sites.google.com/view/blindfoldedexperts/home](https://sites.google.com/view/blindfoldedexperts/home)
In reinforcement learning, we typically refer to unsupervised pre-training when we aim to pre-train a policy without a priori access to the task specification, i.e. rewards, to be later employed for efficient learning of downstream tasks. In single-agent settings, the problem has been extensively studied and mostly understood. A popular approach, called task-agnostic exploration, casts the unsupervised objective as maximizing the entropy of the state distribution induced by the agent's policy, from which principles and methods follow. In contrast, little is known about it in multi-agent settings, which are ubiquitous in the real world. What are the pros and cons of alternative problem formulations in this setting? How hard is the problem in theory, how can we solve it in practice? In this paper, we address these questions by first characterizing those alternative formulations and highlighting how the problem, even when tractable in theory, is non-trivial in practice. Then, we present a scalable, decentralized, trust-region policy search algorithm to address the problem in practical settings. Finally, we provide numerical validations to both corroborate the theoretical findings and pave the way for unsupervised multi-agent reinforcement learning via task-agnostic exploration in challenging domains, showing that optimizing for a specific objective, namely mixture entropy, provides an excellent trade-off between tractability and performances.
State entropy regularization has empirically shown better exploration and sample complexity in reinforcement learning (RL). However, its theoretical guarantees have not been studied. In this paper, we show that state entropy regularization improves robustness to structured and spatially correlated perturbations. These types of variation are common in transfer learning but often overlooked by standard robust RL methods, which typically focus on small, uncorrelated changes. We provide a comprehensive characterization of these robustness properties, including formal guarantees under reward and transition uncertainty, as well as settings where the method performs poorly. Much of our analysis contrasts state entropy with the widely used policy entropy regularization, highlighting their different benefits. Finally, from a practical standpoint, we illustrate that compared with policy entropy, the robustness advantages of state entropy are more sensitive to the number of rollouts used for policy evaluation.
Contextual multi-armed bandits are a popular choice to model sequential decision-making. E.g., in a healthcare application we may perform various tests to asses a patient condition (exploration) and then decide on the best treatment to give (exploitation). When humans design strategies, they aim for the exploration to be fast, since the patient's health is at stake, and easy to interpret for a physician overseeing the process. However, common bandit algorithms are nothing like that: The regret caused by exploration scales with $\sqrt{H}$ over $H$ rounds and decision strategies are based on opaque statistical considerations. In this paper, we use an original classification view to meta learn interpretable and fast exploration plans for a fixed collection of bandits $\mathbb{M}$. The plan is prescribed by an interpretable decision tree probing decisions' payoff to classify the test bandit. The test regret of the plan in the stochastic and contextual setting scales with $O (\lambda^{-2} C_{\lambda} (\mathbb{M}) \log^2 (MH))$, being $M$ the size of $\mathbb{M}$, $\lambda$ a separation parameter over the bandits, and $C_\lambda (\mathbb{M})$ a novel classification-coefficient that fundamentally links meta learning bandits with classification. Through a nearly matching lower bound, we show that $C_\lambda (\mathbb{M})$ inherently captures the complexity of the setting.
Parallel data collection has redefined Reinforcement Learning (RL), unlocking unprecedented efficiency and powering breakthroughs in large-scale real-world applications. In this paradigm, N identical agents operate in N replicas of an environment simulator, accelerating data collection by a factor of N. A critical question arises: Does specializing the policies of the parallel agents hold the key to surpass the N factor acceleration? In this paper, we introduce a novel learning framework that maximizes the entropy of collected data in a parallel setting. Our approach carefully balances the entropy of individual agents with inter-agent diversity, effectively minimizing redundancies. The latter idea is implemented with a centralized policy gradient method, which shows promise when evaluated empirically against systems of identical agents, as well as synergy with batch RL techniques that can exploit data diversity. Finally, we provide an original concentration analysis that shows faster rates for specialized parallel sampling distributions, which supports our methodology and may be of independent interest.
The growing deployment of reinforcement learning from human feedback (RLHF) calls for a deeper theoretical investigation of its underlying models. The prevalent models of RLHF do not account for neuroscience-backed, partially-observed "internal states" that can affect human feedback, nor do they accommodate intermediate feedback during an interaction. Both of these can be instrumental in speeding up learning and improving alignment. To address these limitations, we model RLHF as reinforcement learning with partially observed reward-states (PORRL). We accommodate two kinds of feedback $-$ cardinal and dueling feedback. We first demonstrate that PORRL subsumes a wide class of RL problems, including traditional RL, RLHF, and reward machines. For cardinal feedback, we present two model-based methods (POR-UCRL, POR-UCBVI). We give both cardinal regret and sample complexity guarantees for the methods, showing that they improve over naive history-summarization. We then discuss the benefits of a model-free method like GOLF with naive history-summarization in settings with recursive internal states and dense intermediate feedback. For this purpose, we define a new history aware version of the Bellman-eluder dimension and give a new guarantee for GOLF in our setting, which can be exponentially sharper in illustrative examples. For dueling feedback, we show that a naive reduction to cardinal feedback fails to achieve sublinear dueling regret. We then present the first explicit reduction that converts guarantees for cardinal regret to dueling regret. In both feedback settings, we show that our models and guarantees generalize and extend existing ones.
How can a scientist use a Reinforcement Learning (RL) algorithm to design experiments over a dynamical system's state space? In the case of finite and Markovian systems, an area calledActive Exploration(AE) relaxes the optimization problem of experiments design into Convex RL, a generalization of RL admitting a wider notion of reward. Unfortunately, this framework is currently not scalable and the potential of AE is hindered by the vastness of experiments spaces typical of scientific discovery applications. However, these spaces are often endowed with natural geometries, e.g., permutation invariance in molecular design, that an agent could leverage to improve the statistical and computational efficiency of AE. To achieve this, we bridge AE and MDP homomorphisms, which offer a way to exploit known geometric structures via abstraction. Towards this goal, we make two fundamental contributions: we extend MDP homomorphisms formalism to Convex RL, and we present, to the best of our knowledge, the first analysis that formally captures the benefit of abstraction via homomorphisms on sample efficiency. Ultimately, we propose the Geometric Active Exploration (GAE) algorithm, which we analyse theoretically and experimentally in environments motivated by problems in scientific discovery.
Inverse reinforcement learning (IRL) aims to recover the reward function of an expert agent from demonstrations of behavior. It is well known that the IRL problem is fundamentally ill-posed, i.e., many reward functions can explain the demonstrations. For this reason, IRL has been recently reframed in terms of estimating the feasible reward set, thus, postponing the selection of a single reward. However, so far, the available formulations and algorithmic solutions have been proposed and analyzed mainly for the online setting, where the learner can interact with the environment and query the expert at will. This is clearly unrealistic in most practical applications, where the availability of an offline dataset is a much more common scenario. In this paper, we introduce a novel notion of feasible reward set capturing the opportunities and limitations of the offline setting and we analyze the complexity of its estimation. This requires the introduction an original learning framework that copes with the intrinsic difficulty of the setting, for which the data coverage is not under control. Then, we propose two computationally and statistically efficient algorithms, IRLO and PIRLO, for addressing the problem. In particular, the latter adopts a specific form of pessimism to enforce the novel desirable property of inclusion monotonicity of the delivered feasible set. With this work, we aim to provide a panorama of the challenges of the offline IRL problem and how they can be fruitfully addressed.
The problem of pure exploration in Markov decision processes has been cast as maximizing the entropy over the state distribution induced by the agent's policy, an objective that has been extensively studied. However, little attention has been dedicated to state entropy maximization under partial observability, despite the latter being ubiquitous in applications, e.g., finance and robotics, in which the agent only receives noisy observations of the true state governing the system's dynamics. How can we address state entropy maximization in those domains? In this paper, we study the simple approach of maximizing the entropy over observations in place of true latent states. First, we provide lower and upper bounds to the approximation of the true state entropy that only depends on some properties of the observation function. Then, we show how knowledge of the latter can be exploited to compute a principled regularization of the observation entropy to improve performance. With this work, we provide both a flexible approach to bring advances in state entropy maximization to the POMDP setting and a theoretical characterization of its intrinsic limits.
Posterior sampling allows exploitation of prior knowledge on the environment's transition dynamics to improve the sample efficiency of reinforcement learning. The prior is typically specified as a class of parametric distributions, the design of which can be cumbersome in practice, often resulting in the choice of uninformative priors. In this work, we propose a novel posterior sampling approach in which the prior is given as a (partial) causal graph over the environment's variables. The latter is often more natural to design, such as listing known causal dependencies between biometric features in a medical treatment study. Specifically, we propose a hierarchical Bayesian procedure, called C-PSRL, simultaneously learning the full causal graph at the higher level and the parameters of the resulting factored dynamics at the lower level. We provide an analysis of the Bayesian regret of C-PSRL that explicitly connects the regret rate with the degree of prior knowledge. Our numerical evaluation conducted in illustrative domains confirms that C-PSRL strongly improves the efficiency of posterior sampling with an uninformative prior while performing close to posterior sampling with the full causal graph.
Meta reinforcement learning sets a distribution over a set of tasks on which the agent can train at will, then is asked to learn an optimal policy for any test task efficiently. In this paper, we consider a finite set of tasks modeled through Markov decision processes with various dynamics. We assume to have endured a long training phase, from which the set of tasks is perfectly recovered, and we focus on regret minimization against the optimal policy in the unknown test task. Under a separation condition that states the existence of a state-action pair revealing a task against another, Chen et al. (2022) show that $O(M^2 \log(H))$ regret can be achieved, where $M, H$ are the number of tasks in the set and test episodes, respectively. In our first contribution, we demonstrate that the latter rate is nearly optimal by developing a novel lower bound for test-time regret minimization under separation, showing that a linear dependence with $M$ is unavoidable. Then, we present a family of stronger yet reasonable assumptions beyond separation, which we call strong identifiability, enabling algorithms achieving fast rates $\log (H)$ and sublinear dependence with $M$ simultaneously. Our paper provides a new understanding of the statistical barriers of test-time regret minimization and when fast rates can be achieved.
In online Inverse Reinforcement Learning (IRL), the learner can collect samples about the dynamics of the environment to improve its estimate of the reward function. Since IRL suffers from identifiability issues, many theoretical works on online IRL focus on estimating the entire set of rewards that explain the demonstrations, named the *feasible reward set*. However, none of the algorithms available in literature can scale to problems with large state spaces. In this paper, we focus on the online IRL problem in Linear Markov Decision Processes (MDPs). We show that the structure offered by Linear MDPs is not sufficient for efficiently estimating the feasible set when the state space is large. As a consequence, we introduce the novel framework of *rewards compatibility*, which generalizes the notion of feasible set, and we develop CATY-IRL, a sample efficient algorithm whose complexity is independent of the size of the state space in Linear MDPs. When restricted to the tabular setting, we demonstrate that CATY-IRL is minimax optimal up to logarithmic factors. As a by-product, we show that Reward-Free Exploration (RFE) enjoys the same worst-case rate, improving over the state-of-the-art lower bound. Finally, we devise a unifying framework for IRL and RFE that may be of independent interest.
Recent works have studied *state entropy maximization* in reinforcement learning, in which the agent's objective is to learn a policy inducing high entropy over states visitation (Hazan et al., 2019). They typically assume full observability of the state of the system, so that the entropy of the observations is maximized. In practice, the agent may only get *partial* observations, e.g., a robot perceiving the state of a physical space through proximity sensors and cameras. A significant mismatch between the entropy over observations and true states of the system can arise in those settings. In this paper, we address the problem of entropy maximization over the *true states* with a decision policy conditioned on partial observations *only*. The latter is a generalization of POMDPs, which is intractable in general. We develop a memory and computationally efficient *policy gradient* method to address a first-order relaxation of the objective defined on *belief* states, providing various formal characterizations of approximation gaps, the optimization landscape, and the *hallucination* problem. This paper aims to generalize state entropy maximization to more realistic domains that meet the challenges of applications.