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SubscribeRL + Transformer = A General-Purpose Problem Solver
What if artificial intelligence could not only solve problems for which it was trained but also learn to teach itself to solve new problems (i.e., meta-learn)? In this study, we demonstrate that a pre-trained transformer fine-tuned with reinforcement learning over multiple episodes develops the ability to solve problems that it has never encountered before - an emergent ability called In-Context Reinforcement Learning (ICRL). This powerful meta-learner not only excels in solving unseen in-distribution environments with remarkable sample efficiency, but also shows strong performance in out-of-distribution environments. In addition, we show that it exhibits robustness to the quality of its training data, seamlessly stitches together behaviors from its context, and adapts to non-stationary environments. These behaviors demonstrate that an RL-trained transformer can iteratively improve upon its own solutions, making it an excellent general-purpose problem solver.
RL for Consistency Models: Faster Reward Guided Text-to-Image Generation
Reinforcement learning (RL) has improved guided image generation with diffusion models by directly optimizing rewards that capture image quality, aesthetics, and instruction following capabilities. However, the resulting generative policies inherit the same iterative sampling process of diffusion models that causes slow generation. To overcome this limitation, consistency models proposed learning a new class of generative models that directly map noise to data, resulting in a model that can generate an image in as few as one sampling iteration. In this work, to optimize text-to-image generative models for task specific rewards and enable fast training and inference, we propose a framework for fine-tuning consistency models via RL. Our framework, called Reinforcement Learning for Consistency Model (RLCM), frames the iterative inference process of a consistency model as an RL procedure. RLCM improves upon RL fine-tuned diffusion models on text-to-image generation capabilities and trades computation during inference time for sample quality. Experimentally, we show that RLCM can adapt text-to-image consistency models to objectives that are challenging to express with prompting, such as image compressibility, and those derived from human feedback, such as aesthetic quality. Comparing to RL finetuned diffusion models, RLCM trains significantly faster, improves the quality of the generation measured under the reward objectives, and speeds up the inference procedure by generating high quality images with as few as two inference steps. Our code is available at https://rlcm.owenoertell.com
RL Zero: Zero-Shot Language to Behaviors without any Supervision
Rewards remain an uninterpretable way to specify tasks for Reinforcement Learning, as humans are often unable to predict the optimal behavior of any given reward function, leading to poor reward design and reward hacking. Language presents an appealing way to communicate intent to agents and bypass reward design, but prior efforts to do so have been limited by costly and unscalable labeling efforts. In this work, we propose a method for a completely unsupervised alternative to grounding language instructions in a zero-shot manner to obtain policies. We present a solution that takes the form of imagine, project, and imitate: The agent imagines the observation sequence corresponding to the language description of a task, projects the imagined sequence to our target domain, and grounds it to a policy. Video-language models allow us to imagine task descriptions that leverage knowledge of tasks learned from internet-scale video-text mappings. The challenge remains to ground these generations to a policy. In this work, we show that we can achieve a zero-shot language-to-behavior policy by first grounding the imagined sequences in real observations of an unsupervised RL agent and using a closed-form solution to imitation learning that allows the RL agent to mimic the grounded observations. Our method, RLZero, is the first to our knowledge to show zero-shot language to behavior generation abilities without any supervision on a variety of tasks on simulated domains. We further show that RLZero can also generate policies zero-shot from cross-embodied videos such as those scraped from YouTube.
RL-STaR: Theoretical Analysis of Reinforcement Learning Frameworks for Self-Taught Reasoner
The reasoning abilities of large language models (LLMs) have improved with chain-of-thought (CoT) prompting, allowing models to solve complex tasks in a stepwise manner. However, training CoT capabilities requires detailed reasoning data, which is often scarce. The self-taught reasoner (STaR) framework addresses this by using reinforcement learning to automatically generate reasoning steps, reducing reliance on human-labeled data. Although STaR and its variants have demonstrated empirical success, a theoretical foundation explaining these improvements is lacking. This work provides a theoretical framework for understanding the effectiveness of reinforcement learning on CoT reasoning and STaR. Our contributions are: (1) an analysis of policy improvement, showing why LLM reasoning improves iteratively with STaR; (2) conditions for convergence to an optimal reasoning policy; (3) an examination of STaR's robustness, explaining how it can improve reasoning even when incorporating occasional incorrect steps; and (4) criteria for the quality of pre-trained models necessary to initiate effective reasoning improvement. This framework aims to bridge empirical findings with theoretical insights, advancing reinforcement learning approaches for reasoning in LLMs.
RL on Incorrect Synthetic Data Scales the Efficiency of LLM Math Reasoning by Eight-Fold
Training on model-generated synthetic data is a promising approach for finetuning LLMs, but it remains unclear when it helps or hurts. In this paper, we investigate this question for math reasoning via an empirical study, followed by building a conceptual understanding of our observations. First, we find that while the typical approach of finetuning a model on synthetic correct or positive problem-solution pairs generated by capable models offers modest performance gains, sampling more correct solutions from the finetuned learner itself followed by subsequent fine-tuning on this self-generated data doubles the efficiency of the same synthetic problems. At the same time, training on model-generated positives can amplify various spurious correlations, resulting in flat or even inverse scaling trends as the amount of data increases. Surprisingly, we find that several of these issues can be addressed if we also utilize negative responses, i.e., model-generated responses that are deemed incorrect by a final answer verifier. Crucially, these negatives must be constructed such that the training can appropriately recover the utility or advantage of each intermediate step in the negative response. With this per-step scheme, we are able to attain consistent gains over only positive data, attaining performance similar to amplifying the amount of synthetic data by 8 times. We show that training on per-step negatives can help to unlearn spurious correlations in the positive data, and is equivalent to advantage-weighted reinforcement learning (RL), implying that it inherits robustness benefits of RL over imitating positive data alone.
RL-GPT: Integrating Reinforcement Learning and Code-as-policy
Large Language Models (LLMs) have demonstrated proficiency in utilizing various tools by coding, yet they face limitations in handling intricate logic and precise control. In embodied tasks, high-level planning is amenable to direct coding, while low-level actions often necessitate task-specific refinement, such as Reinforcement Learning (RL). To seamlessly integrate both modalities, we introduce a two-level hierarchical framework, RL-GPT, comprising a slow agent and a fast agent. The slow agent analyzes actions suitable for coding, while the fast agent executes coding tasks. This decomposition effectively focuses each agent on specific tasks, proving highly efficient within our pipeline. Our approach outperforms traditional RL methods and existing GPT agents, demonstrating superior efficiency. In the Minecraft game, it rapidly obtains diamonds within a single day on an RTX3090. Additionally, it achieves SOTA performance across all designated MineDojo tasks.
RL-VLM-F: Reinforcement Learning from Vision Language Foundation Model Feedback
Reward engineering has long been a challenge in Reinforcement Learning (RL) research, as it often requires extensive human effort and iterative processes of trial-and-error to design effective reward functions. In this paper, we propose RL-VLM-F, a method that automatically generates reward functions for agents to learn new tasks, using only a text description of the task goal and the agent's visual observations, by leveraging feedbacks from vision language foundation models (VLMs). The key to our approach is to query these models to give preferences over pairs of the agent's image observations based on the text description of the task goal, and then learn a reward function from the preference labels, rather than directly prompting these models to output a raw reward score, which can be noisy and inconsistent. We demonstrate that RL-VLM-F successfully produces effective rewards and policies across various domains - including classic control, as well as manipulation of rigid, articulated, and deformable objects - without the need for human supervision, outperforming prior methods that use large pretrained models for reward generation under the same assumptions.
rl_reach: Reproducible Reinforcement Learning Experiments for Robotic Reaching Tasks
Training reinforcement learning agents at solving a given task is highly dependent on identifying optimal sets of hyperparameters and selecting suitable environment input / output configurations. This tedious process could be eased with a straightforward toolbox allowing its user to quickly compare different training parameter sets. We present rl_reach, a self-contained, open-source and easy-to-use software package designed to run reproducible reinforcement learning experiments for customisable robotic reaching tasks. rl_reach packs together training environments, agents, hyperparameter optimisation tools and policy evaluation scripts, allowing its users to quickly investigate and identify optimal training configurations. rl_reach is publicly available at this URL: https://github.com/PierreExeter/rl_reach.
RLTF: Reinforcement Learning from Unit Test Feedback
The goal of program synthesis, or code generation, is to generate executable code based on given descriptions. Recently, there has been an increasing number of studies employing reinforcement learning (RL) to improve the performance of large language models (LLMs) for code. However, these RL methods have only used offline frameworks, limiting their exploration of new sample spaces. Additionally, current approaches that utilize unit test signals are rather simple, not accounting for specific error locations within the code. To address these issues, we proposed RLTF, i.e., Reinforcement Learning from Unit Test Feedback, a novel online RL framework with unit test feedback of multi-granularity for refining code LLMs. Our approach generates data in real-time during training and simultaneously utilizes fine-grained feedback signals to guide the model towards producing higher-quality code. Extensive experiments show that RLTF achieves state-of-the-art performance on the APPS and the MBPP benchmarks. Our code can be found at: https://github.com/Zyq-scut/RLTF.
RLDG: Robotic Generalist Policy Distillation via Reinforcement Learning
Recent advances in robotic foundation models have enabled the development of generalist policies that can adapt to diverse tasks. While these models show impressive flexibility, their performance heavily depends on the quality of their training data. In this work, we propose Reinforcement Learning Distilled Generalists (RLDG), a method that leverages reinforcement learning to generate high-quality training data for finetuning generalist policies. Through extensive real-world experiments on precise manipulation tasks like connector insertion and assembly, we demonstrate that generalist policies trained with RL-generated data consistently outperform those trained with human demonstrations, achieving up to 40% higher success rates while generalizing better to new tasks. We also provide a detailed analysis that reveals this performance gain stems from both optimized action distributions and improved state coverage. Our results suggest that combining task-specific RL with generalist policy distillation offers a promising approach for developing more capable and efficient robotic manipulation systems that maintain the flexibility of foundation models while achieving the performance of specialized controllers. Videos and code can be found on our project website https://generalist-distillation.github.io
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.
RLAdapter: Bridging Large Language Models to Reinforcement Learning in Open Worlds
While reinforcement learning (RL) shows remarkable success in decision-making problems, it often requires a lot of interactions with the environment, and in sparse-reward environments, it is challenging to learn meaningful policies. Large Language Models (LLMs) can potentially provide valuable guidance to agents in learning policies, thereby enhancing the performance of RL algorithms in such environments. However, LLMs often encounter difficulties in understanding downstream tasks, which hinders their ability to optimally assist agents in these tasks. A common approach to mitigating this issue is to fine-tune the LLMs with task-related data, enabling them to offer useful guidance for RL agents. However, this approach encounters several difficulties, such as inaccessible model weights or the need for significant computational resources, making it impractical. In this work, we introduce RLAdapter, a framework that builds a better connection between RL algorithms and LLMs by incorporating an adapter model. Within the RLAdapter framework, fine-tuning a lightweight language model with information generated during the training process of RL agents significantly aids LLMs in adapting to downstream tasks, thereby providing better guidance for RL agents. We conducted experiments to evaluate RLAdapter in the Crafter environment, and the results show that RLAdapter surpasses the SOTA baselines. Furthermore, agents under our framework exhibit common-sense behaviors that are absent in baseline models.
RLtools: A Fast, Portable Deep Reinforcement Learning Library for Continuous Control
Deep Reinforcement Learning (RL) can yield capable agents and control policies in several domains but is commonly plagued by prohibitively long training times. Additionally, in the case of continuous control problems, the applicability of learned policies on real-world embedded devices is limited due to the lack of real-time guarantees and portability of existing libraries. To address these challenges, we present RLtools, a dependency-free, header-only, pure C++ library for deep supervised and reinforcement learning. Its novel architecture allows RLtools to be used on a wide variety of platforms, from HPC clusters over workstations and laptops to smartphones, smartwatches, and microcontrollers. Specifically, due to the tight integration of the RL algorithms with simulation environments, RLtools can solve popular RL problems up to 76 times faster than other popular RL frameworks. We also benchmark the inference on a diverse set of microcontrollers and show that in most cases our optimized implementation is by far the fastest. Finally, RLtools enables the first-ever demonstration of training a deep RL algorithm directly on a microcontroller, giving rise to the field of Tiny Reinforcement Learning (TinyRL). The source code as well as documentation and live demos are available through our project page at https://rl.tools.
RLocator: Reinforcement Learning for Bug Localization
Software developers spend a significant portion of time fixing bugs in their projects. To streamline this process, bug localization approaches have been proposed to identify the source code files that are likely responsible for a particular bug. Prior work proposed several similarity-based machine-learning techniques for bug localization. Despite significant advances in these techniques, they do not directly optimize the evaluation measures. We argue that directly optimizing evaluation measures can positively contribute to the performance of bug localization approaches. Therefore, In this paper, we utilize Reinforcement Learning (RL) techniques to directly optimize the ranking metrics. We propose RLocator, a Reinforcement Learning-based bug localization approach. We formulate RLocator using a Markov Decision Process (MDP) to optimize the evaluation measures directly. We present the technique and experimentally evaluate it based on a benchmark dataset of 8,316 bug reports from six highly popular Apache projects. The results of our evaluation reveal that RLocator achieves a Mean Reciprocal Rank (MRR) of 0.62, a Mean Average Precision (MAP) of 0.59, and a Top 1 score of 0.46. We compare RLocator with two state-of-the-art bug localization tools, FLIM and BugLocator. Our evaluation reveals that RLocator outperforms both approaches by a substantial margin, with improvements of 38.3% in MAP, 36.73% in MRR, and 23.68% in the Top K metric. These findings highlight that directly optimizing evaluation measures considerably contributes to performance improvement of the bug localization problem.
Rejection Improves Reliability: Training LLMs to Refuse Unknown Questions Using RL from Knowledge Feedback
Large Language Models (LLMs) often generate erroneous outputs, known as hallucinations, due to their limitations in discerning questions beyond their knowledge scope. While addressing hallucination has been a focal point in research, previous efforts primarily concentrate on enhancing correctness without giving due consideration to the significance of rejection mechanisms. In this paper, we conduct a comprehensive examination of the role of rejection, introducing the notion of model reliability along with corresponding metrics. These metrics measure the model's ability to provide accurate responses while adeptly rejecting questions exceeding its knowledge boundaries, thereby minimizing hallucinations. To improve the inherent reliability of LLMs, we present a novel alignment framework called Reinforcement Learning from Knowledge Feedback (RLKF). RLKF leverages knowledge feedback to dynamically determine the model's knowledge boundary and trains a reliable reward model to encourage the refusal of out-of-knowledge questions. Experimental results on mathematical questions affirm the substantial efficacy of RLKF in significantly enhancing LLM reliability.
Reinforcement Learning from Reflective Feedback (RLRF): Aligning and Improving LLMs via Fine-Grained Self-Reflection
Despite the promise of RLHF in aligning LLMs with human preferences, it often leads to superficial alignment, prioritizing stylistic changes over improving downstream performance of LLMs. Underspecified preferences could obscure directions to align the models. Lacking exploration restricts identification of desirable outputs to improve the models. To overcome these challenges, we propose a novel framework: Reinforcement Learning from Reflective Feedback (RLRF), which leverages fine-grained feedback based on detailed criteria to improve the core capabilities of LLMs. RLRF employs a self-reflection mechanism to systematically explore and refine LLM responses, then fine-tuning the models via a RL algorithm along with promising responses. Our experiments across Just-Eval, Factuality, and Mathematical Reasoning demonstrate the efficacy and transformative potential of RLRF beyond superficial surface-level adjustment.
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.
RLIF: Interactive Imitation Learning as Reinforcement Learning
Although reinforcement learning methods offer a powerful framework for automatic skill acquisition, for practical learning-based control problems in domains such as robotics, imitation learning often provides a more convenient and accessible alternative. In particular, an interactive imitation learning method such as DAgger, which queries a near-optimal expert to intervene online to collect correction data for addressing the distributional shift challenges that afflict na\"ive behavioral cloning, can enjoy good performance both in theory and practice without requiring manually specified reward functions and other components of full reinforcement learning methods. In this paper, we explore how off-policy reinforcement learning can enable improved performance under assumptions that are similar but potentially even more practical than those of interactive imitation learning. Our proposed method uses reinforcement learning with user intervention signals themselves as rewards. This relaxes the assumption that intervening experts in interactive imitation learning should be near-optimal and enables the algorithm to learn behaviors that improve over the potential suboptimal human expert. We also provide a unified framework to analyze our RL method and DAgger; for which we present the asymptotic analysis of the suboptimal gap for both methods as well as the non-asymptotic sample complexity bound of our method. We then evaluate our method on challenging high-dimensional continuous control simulation benchmarks as well as real-world robotic vision-based manipulation tasks. The results show that it strongly outperforms DAgger-like approaches across the different tasks, especially when the intervening experts are suboptimal. Code and videos can be found on the project website: rlif-page.github.io
RL4CO: an Extensive Reinforcement Learning for Combinatorial Optimization Benchmark
We introduce RL4CO, an extensive reinforcement learning (RL) for combinatorial optimization (CO) benchmark. RL4CO employs state-of-the-art software libraries as well as best practices in implementation, such as modularity and configuration management, to be efficient and easily modifiable by researchers for adaptations of neural network architecture, environments, and algorithms. Contrary to the existing focus on specific tasks like the traveling salesman problem (TSP) for performance assessment, we underline the importance of scalability and generalization capabilities for diverse optimization tasks. We also systematically benchmark sample efficiency, zero-shot generalization, and adaptability to changes in data distributions of various models. Our experiments show that some recent state-of-the-art methods fall behind their predecessors when evaluated using these new metrics, suggesting the necessity for a more balanced view of the performance of neural CO solvers. We hope RL4CO will encourage the exploration of novel solutions to complex real-world tasks, allowing to compare with existing methods through a standardized interface that decouples the science from the software engineering. We make our library publicly available at https://github.com/kaist-silab/rl4co.
RLang: A Declarative Language for Describing Partial World Knowledge to Reinforcement Learning Agents
We introduce RLang, a domain-specific language (DSL) for communicating domain knowledge to an RL agent. Unlike existing RL DSLs that ground to single elements of a decision-making formalism (e.g., the reward function or policy), RLang can specify information about every element of a Markov decision process. We define precise syntax and grounding semantics for RLang, and provide a parser that grounds RLang programs to an algorithm-agnostic partial world model and policy that can be exploited by an RL agent. We provide a series of example RLang programs demonstrating how different RL methods can exploit the resulting knowledge, encompassing model-free and model-based tabular algorithms, policy gradient and value-based methods, hierarchical approaches, and deep methods.
RLHF Workflow: From Reward Modeling to Online RLHF
We present the workflow of Online Iterative Reinforcement Learning from Human Feedback (RLHF) in this technical report, which is widely reported to outperform its offline counterpart by a large margin in the recent large language model (LLM) literature. However, existing open-source RLHF projects are still largely confined to the offline learning setting. In this technical report, we aim to fill in this gap and provide a detailed recipe that is easy to reproduce for online iterative RLHF. In particular, since online human feedback is usually infeasible for open-source communities with limited resources, we start by constructing preference models using a diverse set of open-source datasets and use the constructed proxy preference model to approximate human feedback. Then, we discuss the theoretical insights and algorithmic principles behind online iterative RLHF, followed by a detailed practical implementation. Our trained LLM, SFR-Iterative-DPO-LLaMA-3-8B-R, achieves impressive performance on LLM chatbot benchmarks, including AlpacaEval-2, Arena-Hard, and MT-Bench, as well as other academic benchmarks such as HumanEval and TruthfulQA. We have shown that supervised fine-tuning (SFT) and iterative RLHF can obtain state-of-the-art performance with fully open-source datasets. Further, we have made our models, curated datasets, and comprehensive step-by-step code guidebooks publicly available. Please refer to https://github.com/RLHFlow/RLHF-Reward-Modeling and https://github.com/RLHFlow/Online-RLHF for more detailed information.
RLEF: Grounding Code LLMs in Execution Feedback with Reinforcement Learning
Large language models (LLMs) deployed as agents solve user-specified tasks over multiple steps while keeping the required manual engagement to a minimum. Crucially, such LLMs need to ground their generations in any feedback obtained to reliably achieve desired outcomes. We propose an end-to-end reinforcement learning method for teaching models to leverage execution feedback in the realm of code synthesis, where state-of-the-art LLMs struggle to improve code iteratively compared to independent sampling. We benchmark on competitive programming tasks, where we achieve new start-of-the art results with both small (8B parameters) and large (70B) models while reducing the amount of samples required by an order of magnitude. Our analysis of inference-time behavior demonstrates that our method produces LLMs that effectively leverage automatic feedback over multiple steps.
RLVF: Learning from Verbal Feedback without Overgeneralization
The diversity of contexts in which large language models (LLMs) are deployed requires the ability to modify or customize default model behaviors to incorporate nuanced requirements and preferences. A convenient interface to specify such model adjustments is high-level verbal feedback, such as "Don't use emojis when drafting emails to my boss." However, while writing high-level feedback is far simpler than collecting annotations for reinforcement learning from human feedback (RLHF), we find that simply prompting a model with such feedback leads to overgeneralization of the feedback to contexts where it is not relevant. We study the problem of incorporating verbal feedback without such overgeneralization, inspiring a new method Contextualized Critiques with Constrained Preference Optimization (C3PO). C3PO uses a piece of high-level feedback to generate a small synthetic preference dataset specifying how the feedback should (and should not) be applied. It then fine-tunes the model in accordance with the synthetic preference data while minimizing the divergence from the original model for prompts where the feedback does not apply. Our experimental results indicate that our approach effectively applies verbal feedback to relevant scenarios while preserving existing behaviors for other contexts. For both human- and GPT-4-generated high-level feedback, C3PO effectively adheres to the given feedback comparably to in-context baselines while reducing overgeneralization by 30%.
RLHF-V: Towards Trustworthy MLLMs via Behavior Alignment from Fine-grained Correctional Human Feedback
Multimodal Large Language Models (MLLMs) have recently demonstrated impressive capabilities in multimodal understanding, reasoning, and interaction. However, existing MLLMs prevalently suffer from serious hallucination problems, generating text that is not factually grounded in associated images. The problem makes existing MLLMs untrustworthy and thus impractical in real-world (especially high-stakes) applications. To address the challenge, we present RLHF-V, which enhances MLLM trustworthiness via behavior alignment from fine-grained correctional human feedback. Specifically, RLHF-V collects human preference in the form of segment-level corrections on hallucinations, and performs dense direct preference optimization over the human feedback. Comprehensive experiments on five benchmarks in both automatic and human evaluation show that, RLHF-V can enable substantially more trustworthy MLLM behaviors with promising data and computation efficiency. Remarkably, using 1.4k annotated data samples, RLHF-V significantly reduces the hallucination rate of the base MLLM by 34.8%, outperforming the concurrent LLaVA-RLHF trained on 10k annotated data. The final model achieves state-of-the-art performance in trustworthiness among open-source MLLMs, and shows better robustness than GPT-4V in preventing hallucinations aroused from over-generalization. We open-source our code, model, and data at https://github.com/RLHF-V/RLHF-V.
RLHS: Mitigating Misalignment in RLHF with Hindsight Simulation
Generative AI systems like foundation models (FMs) must align well with human values to ensure their behavior is helpful and trustworthy. While Reinforcement Learning from Human Feedback (RLHF) has shown promise for optimizing model performance using human judgments, existing RLHF pipelines predominantly rely on immediate feedback, which can fail to accurately reflect the downstream impact of an interaction on users' utility. We demonstrate that feedback based on evaluators' foresight estimates of downstream consequences systematically induces Goodhart's Law dynamics, incentivizing misaligned behaviors like sycophancy and deception and ultimately degrading user outcomes. To alleviate this, we propose decoupling evaluation from prediction by refocusing RLHF on hindsight feedback. Our theoretical analysis reveals that conditioning evaluator feedback on downstream observations mitigates misalignment and improves expected human utility, even when these observations are simulated by the AI system itself. To leverage this insight in a practical alignment algorithm, we introduce Reinforcement Learning from Hindsight Simulation (RLHS), which first simulates plausible consequences and then elicits feedback to assess what behaviors were genuinely beneficial in hindsight. We apply RLHS to two widely-employed online and offline preference optimization methods -- Proximal Policy Optimization (PPO) and Direct Preference Optimization (DPO) -- and show empirically that misalignment is significantly reduced with both methods. Through an online human user study, we show that RLHS consistently outperforms RLHF in helping users achieve their goals and earns higher satisfaction ratings, despite being trained solely with simulated hindsight feedback. These results underscore the importance of focusing on long-term consequences, even simulated ones, to mitigate misalignment in RLHF.
Language Models Learn to Mislead Humans via RLHF
Language models (LMs) can produce errors that are hard to detect for humans, especially when the task is complex. RLHF, the most popular post-training method, may exacerbate this problem: to achieve higher rewards, LMs might get better at convincing humans that they are right even when they are wrong. We study this phenomenon under a standard RLHF pipeline, calling it "U-SOPHISTRY" since it is Unintended by model developers. Specifically, we ask time-constrained (e.g., 3-10 minutes) human subjects to evaluate the correctness of model outputs and calculate humans' accuracy against gold labels. On a question-answering task (QuALITY) and programming task (APPS), RLHF makes LMs better at convincing our subjects but not at completing the task correctly. RLHF also makes the model harder to evaluate: our subjects' false positive rate increases by 24.1% on QuALITY and 18.3% on APPS. Finally, we show that probing, a state-of-the-art approach for detecting Intended Sophistry (e.g. backdoored LMs), does not generalize to U-SOPHISTRY. Our results highlight an important failure mode of RLHF and call for more research in assisting humans to align them.
RLCD: Reinforcement Learning from Contrast Distillation for Language Model Alignment
We propose Reinforcement Learning from Contrast Distillation (RLCD), a method for aligning language models to follow natural language principles without using human feedback. RLCD trains a preference model using simulated preference pairs that contain both a high-quality and low-quality example, generated using contrasting positive and negative prompts. The preference model is then used to improve a base unaligned language model via reinforcement learning. Empirically, RLCD outperforms RLAIF (Bai et al., 2022b) and context distillation (Huang et al., 2022) baselines across three diverse alignment tasks--harmlessness, helpfulness, and story outline generation--and on both 7B and 30B model scales for preference data simulation.
SALSA: Soup-based Alignment Learning for Stronger Adaptation in RLHF
In Large Language Model (LLM) development, Reinforcement Learning from Human Feedback (RLHF) is crucial for aligning models with human values and preferences. RLHF traditionally relies on the Kullback-Leibler (KL) divergence between the current policy and a frozen initial policy as a reference, which is added as a penalty in policy optimization algorithms like Proximal Policy Optimization (PPO). While this constraint prevents models from deviating too far from the initial checkpoint, it limits exploration of the reward landscape, reducing the model's ability to discover higher-quality solutions. As a result, policy optimization is often trapped in a narrow region of the parameter space, leading to suboptimal alignment and performance. This paper presents SALSA (Soup-based Alignment Learning for Stronger Adaptation), a novel approach designed to overcome these limitations by creating a more flexible and better located reference model through weight-space averaging of two independent supervised fine-tuned (SFT) models. This model soup allows for larger deviation in KL divergence and exploring a promising region of the solution space without sacrificing stability. By leveraging this more robust reference model, SALSA fosters better exploration, achieving higher rewards and improving model robustness, out-of-distribution generalization, and performance. We validate the effectiveness of SALSA through extensive experiments on popular open models (Llama2-7B, Mistral-7B, and Gemma-2B) across various benchmarks (MT-Bench, Arena-Hard, UltraFeedback), where it consistently surpasses PPO by fostering deeper exploration and achieving superior alignment in LLMs.
rLLM: Relational Table Learning with LLMs
We introduce rLLM (relationLLM), a PyTorch library designed for Relational Table Learning (RTL) with Large Language Models (LLMs). The core idea is to decompose state-of-the-art Graph Neural Networks, LLMs, and Table Neural Networks into standardized modules, to enable the fast construction of novel RTL-type models in a simple "combine, align, and co-train" manner. To illustrate the usage of rLLM, we introduce a simple RTL method named BRIDGE. Additionally, we present three novel relational tabular datasets (TML1M, TLF2K, and TACM12K) by enhancing classic datasets. We hope rLLM can serve as a useful and easy-to-use development framework for RTL-related tasks. Our code is available at: https://github.com/rllm-project/rllm.
RLHF Can Speak Many Languages: Unlocking Multilingual Preference Optimization for LLMs
Preference optimization techniques have become a standard final stage for training state-of-art large language models (LLMs). However, despite widespread adoption, the vast majority of work to-date has focused on first-class citizen languages like English and Chinese. This captures a small fraction of the languages in the world, but also makes it unclear which aspects of current state-of-the-art research transfer to a multilingual setting. In this work, we perform an exhaustive study to achieve a new state-of-the-art in aligning multilingual LLMs. We introduce a novel, scalable method for generating high-quality multilingual feedback data to balance data coverage. We establish the benefits of cross-lingual transfer and increased dataset size in preference training. Our preference-trained model achieves a 54.4% win-rate against Aya 23 8B, the current state-of-the-art multilingual LLM in its parameter class, and a 69.5% win-rate or higher against widely used models like Gemma-1.1-7B-it, Llama-3-8B-Instruct, Mistral-7B-Instruct-v0.3. As a result of our study, we expand the frontier of alignment techniques to 23 languages covering half of the world's population.
RLAIF-V: Aligning MLLMs through Open-Source AI Feedback for Super GPT-4V Trustworthiness
Learning from feedback reduces the hallucination of multimodal large language models (MLLMs) by aligning them with human preferences. While traditional methods rely on labor-intensive and time-consuming manual labeling, recent approaches employing models as automatic labelers have shown promising results without human intervention. However, these methods heavily rely on costly proprietary models like GPT-4V, resulting in scalability issues. Moreover, this paradigm essentially distills the proprietary models to provide a temporary solution to quickly bridge the performance gap. As this gap continues to shrink, the community is soon facing the essential challenge of aligning MLLMs using labeler models of comparable capability. In this work, we introduce RLAIF-V, a novel framework that aligns MLLMs in a fully open-source paradigm for super GPT-4V trustworthiness. RLAIF-V maximally exploits the open-source feedback from two perspectives, including high-quality feedback data and online feedback learning algorithm. Extensive experiments on seven benchmarks in both automatic and human evaluation show that RLAIF-V substantially enhances the trustworthiness of models without sacrificing performance on other tasks. Using a 34B model as labeler, RLAIF-V 7B model reduces object hallucination by 82.9\% and overall hallucination by 42.1\%, outperforming the labeler model. Remarkably, RLAIF-V also reveals the self-alignment potential of open-source MLLMs, where a 12B model can learn from the feedback of itself to achieve less than 29.5\% overall hallucination rate, surpassing GPT-4V (45.9\%) by a large margin. The results shed light on a promising route to enhance the efficacy of leading-edge MLLMs.
RL4F: Generating Natural Language Feedback with Reinforcement Learning for Repairing Model Outputs
Despite their unprecedented success, even the largest language models make mistakes. Similar to how humans learn and improve using feedback, previous work proposed providing language models with natural language feedback to guide them in repairing their outputs. Because human-generated critiques are expensive to obtain, researchers have devised learned critique generators in lieu of human critics while assuming one can train downstream models to utilize generated feedback. However, this approach does not apply to black-box or limited access models such as ChatGPT, as they cannot be fine-tuned. Moreover, in the era of large general-purpose language agents, fine-tuning is neither computationally nor spatially efficient as it results in multiple copies of the network. In this work, we introduce RL4F (Reinforcement Learning for Feedback), a multi-agent collaborative framework where the critique generator is trained to maximize end-task performance of GPT-3, a fixed model more than 200 times its size. RL4F produces critiques that help GPT-3 revise its outputs. We study three datasets for action planning, summarization and alphabetization and show improvements (~5% on average) in multiple text similarity metrics over strong baselines across all three tasks.
RLTHF: Targeted Human Feedback for LLM Alignment
Fine-tuning large language models (LLMs) to align with user preferences is challenging due to the high cost of quality human annotations in Reinforcement Learning from Human Feedback (RLHF) and the generalizability limitations of AI Feedback. To address these challenges, we propose RLTHF, a human-AI hybrid framework that combines LLM-based initial alignment with selective human annotations to achieve full-human annotation alignment with minimal effort. RLTHF identifies hard-to-annotate samples mislabeled by LLMs using a reward model's reward distribution and iteratively enhances alignment by integrating strategic human corrections while leveraging LLM's correctly labeled samples. Evaluations on HH-RLHF and TL;DR datasets show that RLTHF reaches full-human annotation-level alignment with only 6-7% of the human annotation effort. Furthermore, models trained on RLTHF's curated datasets for downstream tasks outperform those trained on fully human-annotated datasets, underscoring the effectiveness of RLTHF's strategic data curation.
HybridFlow: A Flexible and Efficient RLHF Framework
Reinforcement Learning from Human Feedback (RLHF) is widely used in Large Language Model (LLM) alignment. Traditional RL can be modeled as a dataflow, where each node represents computation of a neural network (NN) and each edge denotes data dependencies between the NNs. RLHF complicates the dataflow by expanding each node into a distributed LLM training or generation program, and each edge into a many-to-many multicast. Traditional RL frameworks execute the dataflow using a single controller to instruct both intra-node computation and inter-node communication, which can be inefficient in RLHF due to large control dispatch overhead for distributed intra-node computation. Existing RLHF systems adopt a multi-controller paradigm, which can be inflexible due to nesting distributed computation and data communication. We propose HybridFlow, which combines single-controller and multi-controller paradigms in a hybrid manner to enable flexible representation and efficient execution of the RLHF dataflow. We carefully design a set of hierarchical APIs that decouple and encapsulate computation and data dependencies in the complex RLHF dataflow, allowing efficient operation orchestration to implement RLHF algorithms and flexible mapping of the computation onto various devices. We further design a 3D-HybridEngine for efficient actor model resharding between training and generation phases, with zero memory redundancy and significantly reduced communication overhead. Our experimental results demonstrate 1.53times~20.57times throughput improvement when running various RLHF algorithms using HybridFlow, as compared with state-of-the-art baselines. HybridFlow source code will be available at https://github.com/volcengine/verl.
RLCoder: Reinforcement Learning for Repository-Level Code Completion
Repository-level code completion aims to generate code for unfinished code snippets within the context of a specified repository. Existing approaches mainly rely on retrieval-augmented generation strategies due to limitations in input sequence length. However, traditional lexical-based retrieval methods like BM25 struggle to capture code semantics, while model-based retrieval methods face challenges due to the lack of labeled data for training. Therefore, we propose RLCoder, a novel reinforcement learning framework, which can enable the retriever to learn to retrieve useful content for code completion without the need for labeled data. Specifically, we iteratively evaluate the usefulness of retrieved content based on the perplexity of the target code when provided with the retrieved content as additional context, and provide feedback to update the retriever parameters. This iterative process enables the retriever to learn from its successes and failures, gradually improving its ability to retrieve relevant and high-quality content. Considering that not all situations require information beyond code files and not all retrieved context is helpful for generation, we also introduce a stop signal mechanism, allowing the retriever to decide when to retrieve and which candidates to retain autonomously. Extensive experimental results demonstrate that RLCoder consistently outperforms state-of-the-art methods on CrossCodeEval and RepoEval, achieving 12.2% EM improvement over previous methods. Moreover, experiments show that our framework can generalize across different programming languages and further improve previous methods like RepoCoder. We provide the code and data at https://github.com/DeepSoftwareAnalytics/RLCoder.
Intuitive Fine-Tuning: Towards Unifying SFT and RLHF into a Single Process
Supervised Fine-Tuning (SFT) and Reinforcement Learning from Human Feedback (RLHF) are two fundamental processes for enhancing the capabilities of Language Models (LMs) post pre-training, aligning them better with human preferences. Although SFT advances in training efficiency, RLHF delivers better alignment, thus they are often combined. However, common practices simply apply them sequentially without unifying their optimization targets, resulting in a trade-off between fitting different objectives, and ignoring the opportunities to bridge the paradigm gap and take the strength from both. To obtain a unified understanding, we interpret SFT and RLHF using two sub-processes -- Preference Estimation and Transition Optimization -- defined at token level within the Markov Decision Process (MDP) framework. This modeling shows that SFT is only a specialized case of RLHF with inferior estimation and optimization. RLHF evaluates the quality of model's entire generated answer, whereas SFT only scores predicted tokens based on preceding tokens from target answers. Therefore, SFT overestimates the ability of model, leading to inferior optimization. Building on this view, we introduce Intuitive Fine-tuning (IFT) to integrate SFT and RLHF into a single process. IFT captures LMs' intuitive sense of the entire answers through a temporal residual connection, while using a single policy and the same volume of non-preference-labeled data as SFT. Our experiments show that IFT performs comparably or even superiorly to sequential recipes of SFT and some typical alignment methods across several tasks, particularly those requires generation, reasoning, and fact-following abilities. An explainable Frozen Lake game further validates the effectiveness of IFT.
Best-of-Venom: Attacking RLHF by Injecting Poisoned Preference Data
Reinforcement Learning from Human Feedback (RLHF) is a popular method for aligning Language Models (LM) with human values and preferences. RLHF requires a large number of preference pairs as training data, which are often used in both the Supervised Fine-Tuning and Reward Model training and therefore publicly available datasets are commonly used. In this work, we study to what extent a malicious actor can manipulate the LMs generations by poisoning the preferences, i.e., injecting poisonous preference pairs into these datasets and the RLHF training process. We propose strategies to build poisonous preference pairs and test their performance by poisoning two widely used preference datasets. Our results show that preference poisoning is highly effective: injecting a small amount of poisonous data (1-5\% of the original dataset), we can effectively manipulate the LM to generate a target entity in a target sentiment (positive or negative). The findings from our experiments also shed light on strategies to defend against the preference poisoning attack.
RLIPv2: Fast Scaling of Relational Language-Image Pre-training
Relational Language-Image Pre-training (RLIP) aims to align vision representations with relational texts, thereby advancing the capability of relational reasoning in computer vision tasks. However, hindered by the slow convergence of RLIPv1 architecture and the limited availability of existing scene graph data, scaling RLIPv1 is challenging. In this paper, we propose RLIPv2, a fast converging model that enables the scaling of relational pre-training to large-scale pseudo-labelled scene graph data. To enable fast scaling, RLIPv2 introduces Asymmetric Language-Image Fusion (ALIF), a mechanism that facilitates earlier and deeper gated cross-modal fusion with sparsified language encoding layers. ALIF leads to comparable or better performance than RLIPv1 in a fraction of the time for pre-training and fine-tuning. To obtain scene graph data at scale, we extend object detection datasets with free-form relation labels by introducing a captioner (e.g., BLIP) and a designed Relation Tagger. The Relation Tagger assigns BLIP-generated relation texts to region pairs, thus enabling larger-scale relational pre-training. Through extensive experiments conducted on Human-Object Interaction Detection and Scene Graph Generation, RLIPv2 shows state-of-the-art performance on three benchmarks under fully-finetuning, few-shot and zero-shot settings. Notably, the largest RLIPv2 achieves 23.29mAP on HICO-DET without any fine-tuning, yields 32.22mAP with just 1% data and yields 45.09mAP with 100% data. Code and models are publicly available at https://github.com/JacobYuan7/RLIPv2.
RLSAC: Reinforcement Learning enhanced Sample Consensus for End-to-End Robust Estimation
Robust estimation is a crucial and still challenging task, which involves estimating model parameters in noisy environments. Although conventional sampling consensus-based algorithms sample several times to achieve robustness, these algorithms cannot use data features and historical information effectively. In this paper, we propose RLSAC, a novel Reinforcement Learning enhanced SAmple Consensus framework for end-to-end robust estimation. RLSAC employs a graph neural network to utilize both data and memory features to guide exploring directions for sampling the next minimum set. The feedback of downstream tasks serves as the reward for unsupervised training. Therefore, RLSAC can avoid differentiating to learn the features and the feedback of downstream tasks for end-to-end robust estimation. In addition, RLSAC integrates a state transition module that encodes both data and memory features. Our experimental results demonstrate that RLSAC can learn from features to gradually explore a better hypothesis. Through analysis, it is apparent that RLSAC can be easily transferred to other sampling consensus-based robust estimation tasks. To the best of our knowledge, RLSAC is also the first method that uses reinforcement learning to sample consensus for end-to-end robust estimation. We release our codes at https://github.com/IRMVLab/RLSAC.
RLBoost: Boosting Supervised Models using Deep Reinforcement Learning
Data quality or data evaluation is sometimes a task as important as collecting a large volume of data when it comes to generating accurate artificial intelligence models. In fact, being able to evaluate the data can lead to a larger database that is better suited to a particular problem because we have the ability to filter out data obtained automatically of dubious quality. In this paper we present RLBoost, an algorithm that uses deep reinforcement learning strategies to evaluate a particular dataset and obtain a model capable of estimating the quality of any new data in order to improve the final predictive quality of a supervised learning model. This solution has the advantage that of being agnostic regarding the supervised model used and, through multi-attention strategies, takes into account the data in its context and not only individually. The results of the article show that this model obtains better and more stable results than other state-of-the-art algorithms such as LOO, DataShapley or DVRL.
RLOR: A Flexible Framework of Deep Reinforcement Learning for Operation Research
Reinforcement learning has been applied in operation research and has shown promise in solving large combinatorial optimization problems. However, existing works focus on developing neural network architectures for certain problems. These works lack the flexibility to incorporate recent advances in reinforcement learning, as well as the flexibility of customizing model architectures for operation research problems. In this work, we analyze the end-to-end autoregressive models for vehicle routing problems and show that these models can benefit from the recent advances in reinforcement learning with a careful re-implementation of the model architecture. In particular, we re-implemented the Attention Model and trained it with Proximal Policy Optimization (PPO) in CleanRL, showing at least 8 times speed up in training time. We hereby introduce RLOR, a flexible framework for Deep Reinforcement Learning for Operation Research. We believe that a flexible framework is key to developing deep reinforcement learning models for operation research problems. The code of our work is publicly available at https://github.com/cpwan/RLOR.
RLCard: A Toolkit for Reinforcement Learning in Card Games
RLCard is an open-source toolkit for reinforcement learning research in card games. It supports various card environments with easy-to-use interfaces, including Blackjack, Leduc Hold'em, Texas Hold'em, UNO, Dou Dizhu and Mahjong. The goal of RLCard is to bridge reinforcement learning and imperfect information games, and push forward the research of reinforcement learning in domains with multiple agents, large state and action space, and sparse reward. In this paper, we provide an overview of the key components in RLCard, a discussion of the design principles, a brief introduction of the interfaces, and comprehensive evaluations of the environments. The codes and documents are available at https://github.com/datamllab/rlcard
SFT Memorizes, RL Generalizes: A Comparative Study of Foundation Model Post-training
Supervised fine-tuning (SFT) and reinforcement learning (RL) are widely used post-training techniques for foundation models. However, their roles in enhancing model generalization capabilities remain unclear. This paper studies the difference between SFT and RL on generalization and memorization, focusing on text-based rule variants and visual variants. We introduce GeneralPoints, an arithmetic reasoning card game, and adopt V-IRL, a real-world navigation environment, to assess how models trained with SFT and RL generalize to unseen variants in both textual and visual domains. We show that RL, especially when trained with an outcome-based reward, generalizes across both rule-based textual and visual variants. SFT, in contrast, tends to memorize training data and struggles to generalize out-of-distribution scenarios. Further analysis reveals that RL improves the model's underlying visual recognition capabilities, contributing to its enhanced generalization in the visual domain. Despite RL's superior generalization, we show that SFT remains essential for effective RL training; SFT stabilizes the model's output format, enabling subsequent RL to achieve its performance gains. These findings demonstrates the capability of RL for acquiring generalizable knowledge in complex, multi-modal tasks.
SWE-RL: Advancing LLM Reasoning via Reinforcement Learning on Open Software Evolution
The recent DeepSeek-R1 release has demonstrated the immense potential of reinforcement learning (RL) in enhancing the general reasoning capabilities of large language models (LLMs). While DeepSeek-R1 and other follow-up work primarily focus on applying RL to competitive coding and math problems, this paper introduces SWE-RL, the first approach to scale RL-based LLM reasoning for real-world software engineering. Leveraging a lightweight rule-based reward (e.g., the similarity score between ground-truth and LLM-generated solutions), SWE-RL enables LLMs to autonomously recover a developer's reasoning processes and solutions by learning from extensive open-source software evolution data -- the record of a software's entire lifecycle, including its code snapshots, code changes, and events such as issues and pull requests. Trained on top of Llama 3, our resulting reasoning model, Llama3-SWE-RL-70B, achieves a 41.0% solve rate on SWE-bench Verified -- a human-verified collection of real-world GitHub issues. To our knowledge, this is the best performance reported for medium-sized (<100B) LLMs to date, even comparable to leading proprietary LLMs like GPT-4o. Surprisingly, despite performing RL solely on software evolution data, Llama3-SWE-RL has even emerged with generalized reasoning skills. For example, it shows improved results on five out-of-domain tasks, namely, function coding, library use, code reasoning, mathematics, and general language understanding, whereas a supervised-finetuning baseline even leads to performance degradation on average. Overall, SWE-RL opens up a new direction to improve the reasoning capabilities of LLMs through reinforcement learning on massive software engineering data.
Logic-RL: Unleashing LLM Reasoning with Rule-Based Reinforcement Learning
Inspired by the success of DeepSeek-R1, we explore the potential of rule-based reinforcement learning (RL) in large reasoning models. To analyze reasoning dynamics, we use synthetic logic puzzles as training data due to their controllable complexity and straightforward answer verification. We make some key technical contributions that lead to effective and stable RL training: a system prompt that emphasizes the thinking and answering process, a stringent format reward function that penalizes outputs for taking shortcuts, and a straightforward training recipe that achieves stable convergence. Our 7B model develops advanced reasoning skills-such as reflection, verification, and summarization-that are absent from the logic corpus. Remarkably, after training on just 5K logic problems, it demonstrates generalization abilities to the challenging math benchmarks AIME and AMC.
Contrastive Prefence Learning: Learning from Human Feedback without RL
Reinforcement Learning from Human Feedback (RLHF) has emerged as a popular paradigm for aligning models with human intent. Typically RLHF algorithms operate in two phases: first, use human preferences to learn a reward function and second, align the model by optimizing the learned reward via reinforcement learning (RL). This paradigm assumes that human preferences are distributed according to reward, but recent work suggests that they instead follow the regret under the user's optimal policy. Thus, learning a reward function from feedback is not only based on a flawed assumption of human preference, but also leads to unwieldy optimization challenges that stem from policy gradients or bootstrapping in the RL phase. Because of these optimization challenges, contemporary RLHF methods restrict themselves to contextual bandit settings (e.g., as in large language models) or limit observation dimensionality (e.g., state-based robotics). We overcome these limitations by introducing a new family of algorithms for optimizing behavior from human feedback using the regret-based model of human preferences. Using the principle of maximum entropy, we derive Contrastive Preference Learning (CPL), an algorithm for learning optimal policies from preferences without learning reward functions, circumventing the need for RL. CPL is fully off-policy, uses only a simple contrastive objective, and can be applied to arbitrary MDPs. This enables CPL to elegantly scale to high-dimensional and sequential RLHF problems while being simpler than prior methods.
Efficient RLHF: Reducing the Memory Usage of PPO
Reinforcement Learning with Human Feedback (RLHF) has revolutionized language modeling by aligning models with human preferences. However, the RL stage, Proximal Policy Optimization (PPO), requires over 3x the memory of Supervised Fine-Tuning (SFT), making it infeasible to use for most practitioners. To address this issue, we present a comprehensive analysis the memory usage, performance, and training time of memory-savings techniques for PPO. We introduce Hydra-RLHF by first integrating the SFT and Reward models and then dynamically turning LoRA "off" during training. Our experiments show: 1. Using LoRA during PPO reduces its memory usage to be smaller than SFT while improving alignment across four public benchmarks, and 2. Hydra-PPO reduces the latency per sample of LoRA-PPO by up to 65% while maintaining its performance. Our results demonstrate that Hydra-PPO is a simple and promising solution for enabling more widespread usage of RLHF.
Robotic Offline RL from Internet Videos via Value-Function Pre-Training
Pre-training on Internet data has proven to be a key ingredient for broad generalization in many modern ML systems. What would it take to enable such capabilities in robotic reinforcement learning (RL)? Offline RL methods, which learn from datasets of robot experience, offer one way to leverage prior data into the robotic learning pipeline. However, these methods have a "type mismatch" with video data (such as Ego4D), the largest prior datasets available for robotics, since video offers observation-only experience without the action or reward annotations needed for RL methods. In this paper, we develop a system for leveraging large-scale human video datasets in robotic offline RL, based entirely on learning value functions via temporal-difference learning. We show that value learning on video datasets learns representations that are more conducive to downstream robotic offline RL than other approaches for learning from video data. Our system, called V-PTR, combines the benefits of pre-training on video data with robotic offline RL approaches that train on diverse robot data, resulting in value functions and policies for manipulation tasks that perform better, act robustly, and generalize broadly. On several manipulation tasks on a real WidowX robot, our framework produces policies that greatly improve over prior methods. Our video and additional details can be found at https://dibyaghosh.com/vptr/
Asynchronous RLHF: Faster and More Efficient Off-Policy RL for Language Models
The dominant paradigm for RLHF is online and on-policy RL: synchronously generating from the large language model (LLM) policy, labelling with a reward model, and learning using feedback on the LLM's own outputs. While performant, this paradigm is computationally inefficient. Inspired by classical deep RL literature, we propose separating generation and learning in RLHF. This enables asynchronous generation of new samples while simultaneously training on old samples, leading to faster training and more compute-optimal scaling. However, asynchronous training relies on an underexplored regime, online but off-policy RLHF: learning on samples from previous iterations of our model. To understand the challenges in this regime, we investigate a fundamental question: how much off-policyness can we tolerate for asynchronous training to speed up learning but maintain performance? Among several RLHF algorithms we tested, we find that online DPO is most robust to off-policy data, and robustness increases with the scale of the policy model. We study further compute optimizations for asynchronous RLHF but find that they come at a performance cost, giving rise to a trade-off. Finally, we verify the scalability of asynchronous RLHF by training LLaMA 3.1 8B on an instruction-following task 40% faster than a synchronous run while matching final performance.
Open RL Benchmark: Comprehensive Tracked Experiments for Reinforcement Learning
In many Reinforcement Learning (RL) papers, learning curves are useful indicators to measure the effectiveness of RL algorithms. However, the complete raw data of the learning curves are rarely available. As a result, it is usually necessary to reproduce the experiments from scratch, which can be time-consuming and error-prone. We present Open RL Benchmark, a set of fully tracked RL experiments, including not only the usual data such as episodic return, but also all algorithm-specific and system metrics. Open RL Benchmark is community-driven: anyone can download, use, and contribute to the data. At the time of writing, more than 25,000 runs have been tracked, for a cumulative duration of more than 8 years. Open RL Benchmark covers a wide range of RL libraries and reference implementations. Special care is taken to ensure that each experiment is precisely reproducible by providing not only the full parameters, but also the versions of the dependencies used to generate it. In addition, Open RL Benchmark comes with a command-line interface (CLI) for easy fetching and generating figures to present the results. In this document, we include two case studies to demonstrate the usefulness of Open RL Benchmark in practice. To the best of our knowledge, Open RL Benchmark is the first RL benchmark of its kind, and the authors hope that it will improve and facilitate the work of researchers in the field.
Dueling RL: Reinforcement Learning with Trajectory Preferences
We consider the problem of preference based reinforcement learning (PbRL), where, unlike traditional reinforcement learning, an agent receives feedback only in terms of a 1 bit (0/1) preference over a trajectory pair instead of absolute rewards for them. The success of the traditional RL framework crucially relies on the underlying agent-reward model, which, however, depends on how accurately a system designer can express an appropriate reward function and often a non-trivial task. The main novelty of our framework is the ability to learn from preference-based trajectory feedback that eliminates the need to hand-craft numeric reward models. This paper sets up a formal framework for the PbRL problem with non-markovian rewards, where the trajectory preferences are encoded by a generalized linear model of dimension d. Assuming the transition model is known, we then propose an algorithm with almost optimal regret guarantee of mathcal{O}left( SH d log (T / delta) T right). We further, extend the above algorithm to the case of unknown transition dynamics, and provide an algorithm with near optimal regret guarantee mathcal{O}((d + H^2 + |S|)dT +|mathcal{S||A|TH} ). To the best of our knowledge, our work is one of the first to give tight regret guarantees for preference based RL problems with trajectory preferences.
MaxMin-RLHF: Towards Equitable Alignment of Large Language Models with Diverse Human Preferences
Reinforcement Learning from Human Feedback (RLHF) aligns language models to human preferences by employing a singular reward model derived from preference data. However, such an approach overlooks the rich diversity of human preferences inherent in data collected from multiple users. In this work, we first derive an impossibility result of alignment with single reward RLHF, thereby highlighting its insufficiency in representing diverse human preferences. To provide an equitable solution to the problem, we learn a mixture of preference distributions via an expectation-maximization algorithm and propose a MaxMin alignment objective for policy learning inspired by the Egalitarian principle in social choice theory to better represent diverse human preferences. We elucidate the connection of our proposed approach to distributionally robust optimization and general utility RL, thereby highlighting the generality and robustness of our proposed solution. We present comprehensive experimental results on small-scale (GPT-2) and large-scale language models (with Tulu2-7B) and show the efficacy of the proposed approach in the presence of diversity among human preferences. Our algorithm achieves an average improvement of more than 16% in win-rates over conventional RLHF algorithms and improves the win-rate (accuracy) for minority groups by over 33% without compromising the performance of majority groups, showcasing the robustness and fairness of our approach. We remark that our findings in this work are not only limited to language models but also extend to reinforcement learning in general.
Learning to Modulate pre-trained Models in RL
Reinforcement Learning (RL) has been successful in various domains like robotics, game playing, and simulation. While RL agents have shown impressive capabilities in their specific tasks, they insufficiently adapt to new tasks. In supervised learning, this adaptation problem is addressed by large-scale pre-training followed by fine-tuning to new down-stream tasks. Recently, pre-training on multiple tasks has been gaining traction in RL. However, fine-tuning a pre-trained model often suffers from catastrophic forgetting, that is, the performance on the pre-training tasks deteriorates when fine-tuning on new tasks. To investigate the catastrophic forgetting phenomenon, we first jointly pre-train a model on datasets from two benchmark suites, namely Meta-World and DMControl. Then, we evaluate and compare a variety of fine-tuning methods prevalent in natural language processing, both in terms of performance on new tasks, and how well performance on pre-training tasks is retained. Our study shows that with most fine-tuning approaches, the performance on pre-training tasks deteriorates significantly. Therefore, we propose a novel method, Learning-to-Modulate (L2M), that avoids the degradation of learned skills by modulating the information flow of the frozen pre-trained model via a learnable modulation pool. Our method achieves state-of-the-art performance on the Continual-World benchmark, while retaining performance on the pre-training tasks. Finally, to aid future research in this area, we release a dataset encompassing 50 Meta-World and 16 DMControl tasks.
Dual RL: Unification and New Methods for Reinforcement and Imitation Learning
The goal of reinforcement learning (RL) is to find a policy that maximizes the expected cumulative return. It has been shown that this objective can be represented as an optimization problem of state-action visitation distribution under linear constraints. The dual problem of this formulation, which we refer to as dual RL, is unconstrained and easier to optimize. In this work, we first cast several state-of-the-art offline RL and offline imitation learning (IL) algorithms as instances of dual RL approaches with shared structures. Such unification allows us to identify the root cause of the shortcomings of prior methods. For offline IL, our analysis shows that prior methods are based on a restrictive coverage assumption that greatly limits their performance in practice. To fix this limitation, we propose a new discriminator-free method ReCOIL that learns to imitate from arbitrary off-policy data to obtain near-expert performance. For offline RL, our analysis frames a recent offline RL method XQL in the dual framework, and we further propose a new method f-DVL that provides alternative choices to the Gumbel regression loss that fixes the known training instability issue of XQL. The performance improvements by both of our proposed methods, ReCOIL and f-DVL, in IL and RL are validated on an extensive suite of simulated robot locomotion and manipulation tasks. Project code and details can be found at this https://hari-sikchi.github.io/dual-rl.
Tract-RLFormer: A Tract-Specific RL policy based Decoder-only Transformer Network
Fiber tractography is a cornerstone of neuroimaging, enabling the detailed mapping of the brain's white matter pathways through diffusion MRI. This is crucial for understanding brain connectivity and function, making it a valuable tool in neurological applications. Despite its importance, tractography faces challenges due to its complexity and susceptibility to false positives, misrepresenting vital pathways. To address these issues, recent strategies have shifted towards deep learning, utilizing supervised learning, which depends on precise ground truth, or reinforcement learning, which operates without it. In this work, we propose Tract-RLFormer, a network utilizing both supervised and reinforcement learning, in a two-stage policy refinement process that markedly improves the accuracy and generalizability across various data-sets. By employing a tract-specific approach, our network directly delineates the tracts of interest, bypassing the traditional segmentation process. Through rigorous validation on datasets such as TractoInferno, HCP, and ISMRM-2015, our methodology demonstrates a leap forward in tractography, showcasing its ability to accurately map the brain's white matter tracts.
SINDy-RL: Interpretable and Efficient Model-Based Reinforcement Learning
Deep reinforcement learning (DRL) has shown significant promise for uncovering sophisticated control policies that interact in environments with complicated dynamics, such as stabilizing the magnetohydrodynamics of a tokamak fusion reactor or minimizing the drag force exerted on an object in a fluid flow. However, these algorithms require an abundance of training examples and may become prohibitively expensive for many applications. In addition, the reliance on deep neural networks often results in an uninterpretable, black-box policy that may be too computationally expensive to use with certain embedded systems. Recent advances in sparse dictionary learning, such as the sparse identification of nonlinear dynamics (SINDy), have shown promise for creating efficient and interpretable data-driven models in the low-data regime. In this work we introduce SINDy-RL, a unifying framework for combining SINDy and DRL to create efficient, interpretable, and trustworthy representations of the dynamics model, reward function, and control policy. We demonstrate the effectiveness of our approaches on benchmark control environments and challenging fluids problems. SINDy-RL achieves comparable performance to state-of-the-art DRL algorithms using significantly fewer interactions in the environment and results in an interpretable control policy orders of magnitude smaller than a deep neural network policy.
SCOPE-RL: A Python Library for Offline Reinforcement Learning and Off-Policy Evaluation
This paper introduces SCOPE-RL, a comprehensive open-source Python software designed for offline reinforcement learning (offline RL), off-policy evaluation (OPE), and selection (OPS). Unlike most existing libraries that focus solely on either policy learning or evaluation, SCOPE-RL seamlessly integrates these two key aspects, facilitating flexible and complete implementations of both offline RL and OPE processes. SCOPE-RL put particular emphasis on its OPE modules, offering a range of OPE estimators and robust evaluation-of-OPE protocols. This approach enables more in-depth and reliable OPE compared to other packages. For instance, SCOPE-RL enhances OPE by estimating the entire reward distribution under a policy rather than its mere point-wise expected value. Additionally, SCOPE-RL provides a more thorough evaluation-of-OPE by presenting the risk-return tradeoff in OPE results, extending beyond mere accuracy evaluations in existing OPE literature. SCOPE-RL is designed with user accessibility in mind. Its user-friendly APIs, comprehensive documentation, and a variety of easy-to-follow examples assist researchers and practitioners in efficiently implementing and experimenting with various offline RL methods and OPE estimators, tailored to their specific problem contexts. The documentation of SCOPE-RL is available at https://scope-rl.readthedocs.io/en/latest/.
Offline RL with Observation Histories: Analyzing and Improving Sample Complexity
Offline reinforcement learning (RL) can in principle synthesize more optimal behavior from a dataset consisting only of suboptimal trials. One way that this can happen is by "stitching" together the best parts of otherwise suboptimal trajectories that overlap on similar states, to create new behaviors where each individual state is in-distribution, but the overall returns are higher. However, in many interesting and complex applications, such as autonomous navigation and dialogue systems, the state is partially observed. Even worse, the state representation is unknown or not easy to define. In such cases, policies and value functions are often conditioned on observation histories instead of states. In these cases, it is not clear if the same kind of "stitching" is feasible at the level of observation histories, since two different trajectories would always have different histories, and thus "similar states" that might lead to effective stitching cannot be leveraged. Theoretically, we show that standard offline RL algorithms conditioned on observation histories suffer from poor sample complexity, in accordance with the above intuition. We then identify sufficient conditions under which offline RL can still be efficient -- intuitively, it needs to learn a compact representation of history comprising only features relevant for action selection. We introduce a bisimulation loss that captures the extent to which this happens, and propose that offline RL can explicitly optimize this loss to aid worst-case sample complexity. Empirically, we show that across a variety of tasks either our proposed loss improves performance, or the value of this loss is already minimized as a consequence of standard offline RL, indicating that it correlates well with good performance.
Making RL with Preference-based Feedback Efficient via Randomization
Reinforcement Learning algorithms that learn from human feedback (RLHF) need to be efficient in terms of statistical complexity, computational complexity, and query complexity. In this work, we consider the RLHF setting where the feedback is given in the format of preferences over pairs of trajectories. In the linear MDP model, using randomization in algorithm design, we present an algorithm that is sample efficient (i.e., has near-optimal worst-case regret bounds) and has polynomial running time (i.e., computational complexity is polynomial with respect to relevant parameters). Our algorithm further minimizes the query complexity through a novel randomized active learning procedure. In particular, our algorithm demonstrates a near-optimal tradeoff between the regret bound and the query complexity. To extend the results to more general nonlinear function approximation, we design a model-based randomized algorithm inspired by the idea of Thompson sampling. Our algorithm minimizes Bayesian regret bound and query complexity, again achieving a near-optimal tradeoff between these two quantities. Computation-wise, similar to the prior Thompson sampling algorithms under the regular RL setting, the main computation primitives of our algorithm are Bayesian supervised learning oracles which have been heavily investigated on the empirical side when applying Thompson sampling algorithms to RL benchmark problems.
DIP-RL: Demonstration-Inferred Preference Learning in Minecraft
In machine learning for sequential decision-making, an algorithmic agent learns to interact with an environment while receiving feedback in the form of a reward signal. However, in many unstructured real-world settings, such a reward signal is unknown and humans cannot reliably craft a reward signal that correctly captures desired behavior. To solve tasks in such unstructured and open-ended environments, we present Demonstration-Inferred Preference Reinforcement Learning (DIP-RL), an algorithm that leverages human demonstrations in three distinct ways, including training an autoencoder, seeding reinforcement learning (RL) training batches with demonstration data, and inferring preferences over behaviors to learn a reward function to guide RL. We evaluate DIP-RL in a tree-chopping task in Minecraft. Results suggest that the method can guide an RL agent to learn a reward function that reflects human preferences and that DIP-RL performs competitively relative to baselines. DIP-RL is inspired by our previous work on combining demonstrations and pairwise preferences in Minecraft, which was awarded a research prize at the 2022 NeurIPS MineRL BASALT competition, Learning from Human Feedback in Minecraft. Example trajectory rollouts of DIP-RL and baselines are located at https://sites.google.com/view/dip-rl.
Is RLHF More Difficult than Standard RL?
Reinforcement learning from Human Feedback (RLHF) learns from preference signals, while standard Reinforcement Learning (RL) directly learns from reward signals. Preferences arguably contain less information than rewards, which makes preference-based RL seemingly more difficult. This paper theoretically proves that, for a wide range of preference models, we can solve preference-based RL directly using existing algorithms and techniques for reward-based RL, with small or no extra costs. Specifically, (1) for preferences that are drawn from reward-based probabilistic models, we reduce the problem to robust reward-based RL that can tolerate small errors in rewards; (2) for general arbitrary preferences where the objective is to find the von Neumann winner, we reduce the problem to multiagent reward-based RL which finds Nash equilibria for factored Markov games under a restricted set of policies. The latter case can be further reduce to adversarial MDP when preferences only depend on the final state. We instantiate all reward-based RL subroutines by concrete provable algorithms, and apply our theory to a large class of models including tabular MDPs and MDPs with generic function approximation. We further provide guarantees when K-wise comparisons are available.
Vid2Act: Activate Offline Videos for Visual RL
Pretraining RL models on offline video datasets is a promising way to improve their training efficiency in online tasks, but challenging due to the inherent mismatch in tasks, dynamics, and behaviors across domains. A recent model, APV, sidesteps the accompanied action records in offline datasets and instead focuses on pretraining a task-irrelevant, action-free world model within the source domains. We present Vid2Act, a model-based RL method that learns to transfer valuable action-conditioned dynamics and potentially useful action demonstrations from offline to online settings. The main idea is to use the world models not only as simulators for behavior learning but also as tools to measure the domain relevance for both dynamics representation transfer and policy transfer. Specifically, we train the world models to generate a set of time-varying task similarities using a domain-selective knowledge distillation loss. These similarities serve two purposes: (i) adaptively transferring the most useful source knowledge to facilitate dynamics learning, and (ii) learning to replay the most relevant source actions to guide the target policy. We demonstrate the advantages of Vid2Act over the action-free visual RL pretraining method in both Meta-World and DeepMind Control Suite.
MM-RLHF: The Next Step Forward in Multimodal LLM Alignment
Despite notable advancements in Multimodal Large Language Models (MLLMs), most state-of-the-art models have not undergone thorough alignment with human preferences. This gap exists because current alignment research has primarily achieved progress in specific areas (e.g., hallucination reduction), while the broader question of whether aligning models with human preferences can systematically enhance MLLM capability remains largely unexplored. To this end, we introduce MM-RLHF, a dataset containing 120k fine-grained, human-annotated preference comparison pairs. This dataset represents a substantial advancement over existing resources, offering superior size, diversity, annotation granularity, and quality. Leveraging this dataset, we propose several key innovations to improve both the quality of reward models and the efficiency of alignment algorithms. Notably, we introduce a Critique-Based Reward Model, which generates critiques of model outputs before assigning scores, offering enhanced interpretability and more informative feedback compared to traditional scalar reward mechanisms. Additionally, we propose Dynamic Reward Scaling, a method that adjusts the loss weight of each sample according to the reward signal, thereby optimizing the use of high-quality comparison pairs. Our approach is rigorously evaluated across 10 distinct dimensions and 27 benchmarks, with results demonstrating significant and consistent improvements in model performance. Specifically, fine-tuning LLaVA-ov-7B with MM-RLHF and our alignment algorithm leads to a 19.5% increase in conversational abilities and a 60% improvement in safety. We have open-sourced the preference dataset, reward model, training and evaluation code, as well as reward modeling and safety benchmarks. For more details, please visit our project page: https://mm-rlhf.github.io.
Safe RLHF: Safe Reinforcement Learning from Human Feedback
With the development of large language models (LLMs), striking a balance between the performance and safety of AI systems has never been more critical. However, the inherent tension between the objectives of helpfulness and harmlessness presents a significant challenge during LLM training. To address this issue, we propose Safe Reinforcement Learning from Human Feedback (Safe RLHF), a novel algorithm for human value alignment. Safe RLHF explicitly decouples human preferences regarding helpfulness and harmlessness, effectively avoiding the crowdworkers' confusion about the tension and allowing us to train separate reward and cost models. We formalize the safety concern of LLMs as an optimization task of maximizing the reward function while satisfying specified cost constraints. Leveraging the Lagrangian method to solve this constrained problem, Safe RLHF dynamically adjusts the balance between the two objectives during fine-tuning. Through a three-round fine-tuning using Safe RLHF, we demonstrate a superior ability to mitigate harmful responses while enhancing model performance compared to existing value-aligned algorithms. Experimentally, we fine-tuned the Alpaca-7B using Safe RLHF and aligned it with collected human preferences, significantly improving its helpfulness and harmlessness according to human evaluations.
Stabilizing RLHF through Advantage Model and Selective Rehearsal
Large Language Models (LLMs) have revolutionized natural language processing, yet aligning these models with human values and preferences using RLHF remains a significant challenge. This challenge is characterized by various instabilities, such as reward hacking and catastrophic forgetting. In this technical report, we propose two innovations to stabilize RLHF training: 1) Advantage Model, which directly models advantage score i.e., extra reward compared to the expected rewards and regulates score distributions across tasks to prevent reward hacking. 2) Selective Rehearsal, which mitigates catastrophic forgetting by strategically selecting data for PPO training and knowledge rehearsing. Our experimental analysis on public and proprietary datasets reveals that the proposed methods not only increase stability in RLHF training but also achieve higher reward scores and win rates.
Segmenting Text and Learning Their Rewards for Improved RLHF in Language Model
Reinforcement learning from human feedback (RLHF) has been widely adopted to align language models (LMs) with human preference. Prior RLHF works typically take a bandit formulation, which, though intuitive, ignores the sequential nature of LM generation and can suffer from the sparse reward issue. While recent works propose dense token-level RLHF, treating each token as an action may be oversubtle to proper reward assignment. In this paper, we seek to get the best of both by training and utilizing a segment-level reward model, which assigns a reward to each semantically complete text segment that spans over a short sequence of tokens. For reward learning, our method allows dynamic text segmentation and compatibility with standard sequence-preference datasets. For effective RL-based LM training against segment reward, we generalize the classical scalar bandit reward normalizers into location-aware normalizer functions and interpolate the segment reward for further densification. With these designs, our method performs competitively on three popular RLHF benchmarks for LM policy: AlpacaEval 2.0, Arena-Hard, and MT-Bench. Ablation studies are conducted to further demonstrate our method.
MA-RLHF: Reinforcement Learning from Human Feedback with Macro Actions
Reinforcement learning from human feedback (RLHF) has demonstrated effectiveness in aligning large language models (LLMs) with human preferences. However, token-level RLHF suffers from the credit assignment problem over long sequences, where delayed rewards make it challenging for the model to discern which actions contributed to successful outcomes. This hinders learning efficiency and slows convergence. In this paper, we propose MA-RLHF, a simple yet effective RLHF framework that incorporates macro actions -- sequences of tokens or higher-level language constructs -- into the learning process. By operating at this higher level of abstraction, our approach reduces the temporal distance between actions and rewards, facilitating faster and more accurate credit assignment. This results in more stable policy gradient estimates and enhances learning efficiency within each episode, all without increasing computational complexity during training or inference. We validate our approach through extensive experiments across various model sizes and tasks, including text summarization, dialogue generation, question answering, and program synthesis. Our method achieves substantial performance improvements over standard RLHF, with performance gains of up to 30% in text summarization and code generation, 18% in dialogue, and 8% in question answering tasks. Notably, our approach reaches parity with vanilla RLHF 1.7x to 2x faster in terms of training time and continues to outperform it with further training. We will make our code and data publicly available at https://github.com/ernie-research/MA-RLHF .
The N+ Implementation Details of RLHF with PPO: A Case Study on TL;DR Summarization
This work is the first to openly reproduce the Reinforcement Learning from Human Feedback (RLHF) scaling behaviors reported in OpenAI's seminal TL;DR summarization work. We create an RLHF pipeline from scratch, enumerate over 20 key implementation details, and share key insights during the reproduction. Our RLHF-trained Pythia models demonstrate significant gains in response quality that scale with model size, with our 2.8B, 6.9B models outperforming OpenAI's released 1.3B checkpoint. We publicly release the trained model checkpoints and code to facilitate further research and accelerate progress in the field (https://github.com/vwxyzjn/summarize_from_feedback_details).
The Perfect Blend: Redefining RLHF with Mixture of Judges
Reinforcement learning from human feedback (RLHF) has become the leading approach for fine-tuning large language models (LLM). However, RLHF has limitations in multi-task learning (MTL) due to challenges of reward hacking and extreme multi-objective optimization (i.e., trade-off of multiple and/or sometimes conflicting objectives). Applying RLHF for MTL currently requires careful tuning of the weights for reward model and data combinations. This is often done via human intuition and does not generalize. In this work, we introduce a novel post-training paradigm which we called Constrained Generative Policy Optimization (CGPO). The core of CGPO is Mixture of Judges (MoJ) with cost-efficient constrained policy optimization with stratification, which can identify the perfect blend in RLHF in a principled manner. It shows strong empirical results with theoretical guarantees, does not require extensive hyper-parameter tuning, and is plug-and-play in common post-training pipelines. Together, this can detect and mitigate reward hacking behaviors while reaching a pareto-optimal point across an extremely large number of objectives. Our empirical evaluations demonstrate that CGPO significantly outperforms standard RLHF algorithms like PPO and DPO across various tasks including general chat, STEM questions, instruction following, and coding. Specifically, CGPO shows improvements of 7.4% in AlpacaEval-2 (general chat), 12.5% in Arena-Hard (STEM & reasoning), and consistent gains in other domains like math and coding. Notably, PPO, while commonly used, is prone to severe reward hacking in popular coding benchmarks, which CGPO successfully addresses. This breakthrough in RLHF not only tackles reward hacking and extreme multi-objective optimization challenges but also advances the state-of-the-art in aligning general-purpose LLMs for diverse applications.
Med-RLVR: Emerging Medical Reasoning from a 3B base model via reinforcement Learning
Reinforcement learning from verifiable rewards (RLVR) has recently gained attention for its ability to elicit self-evolved reasoning capabilitie from base language models without explicit reasoning supervisions, as demonstrated by DeepSeek-R1. While prior work on RLVR has primarily focused on mathematical and coding domains, its applicability to other tasks and domains remains unexplored. In this work, we investigate whether medical reasoning can emerge from RLVR. We introduce Med-RLVR as an initial study of RLVR in the medical domain leveraging medical multiple-choice question answering (MCQA) data as verifiable labels. Our results demonstrate that RLVR is not only effective for math and coding but also extends successfully to medical question answering. Notably, Med-RLVR achieves performance comparable to traditional supervised fine-tuning (SFT) on in-distribution tasks while significantly improving out-of-distribution generalization, with an 8-point accuracy gain. Further analysis of training dynamics reveals that, with no explicit reasoning supervision, reasoning emerges from the 3B-parameter base model. These findings underscore the potential of RLVR in domains beyond math and coding, opening new avenues for its application in knowledge-intensive fields such as medicine.
Does RLHF Scale? Exploring the Impacts From Data, Model, and Method
This study explores the scaling properties of Reinforcement Learning from Human Feedback (RLHF) in Large Language Models (LLMs). Although RLHF is considered an important step in post-training of LLMs, its scaling potential is still largely unknown. We systematically analyze key components in the RLHF framework--model size, data composition, and inference budget--and their impacts on performance. Our findings show that increasing data diversity and volume improves reward model performance, helping process-supervision models scale better. For policy training, more response samples per prompt boost performance initially but quickly plateau. And larger reward models offer modest gains in policy training. In addition, larger policy models benefit less from RLHF with a fixed reward model. Overall, RLHF scales less efficiently than pretraining, with diminishing returns from additional computational resources. Based on these observations, we propose strategies to optimize RLHF performance within computational limits.
Applying RLAIF for Code Generation with API-usage in Lightweight LLMs
Reinforcement Learning from AI Feedback (RLAIF) has demonstrated significant potential across various domains, including mitigating harm in LLM outputs, enhancing text summarization, and mathematical reasoning. This paper introduces an RLAIF framework for improving the code generation abilities of lightweight (<1B parameters) LLMs. We specifically focus on code generation tasks that require writing appropriate API calls, which is challenging due to the well-known issue of hallucination in LLMs. Our framework extracts AI feedback from a larger LLM (e.g., GPT-3.5) through a specialized prompting strategy and uses this data to train a reward model towards better alignment from smaller LLMs. We run our experiments on the Gorilla dataset and meticulously assess the quality of the model-generated code across various metrics, including AST, ROUGE, and Code-BLEU, and develop a pipeline to compute its executability rate accurately. Our approach significantly enhances the fine-tuned LLM baseline's performance, achieving a 4.5% improvement in executability rate. Notably, a smaller LLM model (780M parameters) trained with RLAIF surpasses a much larger fine-tuned baseline with 7B parameters, achieving a 1.0% higher code executability rate.
ReaLHF: Optimized RLHF Training for Large Language Models through Parameter Reallocation
Reinforcement Learning from Human Feedback (RLHF) stands as a pivotal technique in empowering large language model (LLM) applications. Since RLHF involves diverse computational workloads and intricate dependencies among multiple LLMs, directly adopting parallelization techniques from supervised training can result in sub-optimal performance. To overcome this limitation, we propose a novel approach named parameter ReaLlocation, which dynamically redistributes LLM parameters in the cluster and adapts parallelization strategies during training. Building upon this idea, we introduce ReaLHF, a pioneering system capable of automatically discovering and running efficient execution plans for RLHF training given the desired algorithmic and hardware configurations. ReaLHF formulates the execution plan for RLHF as an augmented dataflow graph. Based on this formulation, ReaLHF employs a tailored search algorithm with a lightweight cost estimator to discover an efficient execution plan. Subsequently, the runtime engine deploys the selected plan by effectively parallelizing computations and redistributing parameters. We evaluate ReaLHF on the LLaMA-2 models with up to 4times70 billion parameters and 128 GPUs. The experiment results showcase ReaLHF's substantial speedups of 2.0-10.6times compared to baselines. Furthermore, the execution plans generated by ReaLHF exhibit an average of 26% performance improvement over heuristic approaches based on Megatron-LM. The source code of ReaLHF is publicly available at https://github.com/openpsi-project/ReaLHF .
Inverse-RLignment: Inverse Reinforcement Learning from Demonstrations for LLM Alignment
Aligning Large Language Models (LLMs) is crucial for enhancing their safety and utility. However, existing methods, primarily based on preference datasets, face challenges such as noisy labels, high annotation costs, and privacy concerns. In this work, we introduce Alignment from Demonstrations (AfD), a novel approach leveraging high-quality demonstration data to overcome these challenges. We formalize AfD within a sequential decision-making framework, highlighting its unique challenge of missing reward signals. Drawing insights from forward and inverse reinforcement learning, we introduce divergence minimization objectives for AfD. Analytically, we elucidate the mass-covering and mode-seeking behaviors of various approaches, explaining when and why certain methods are superior. Practically, we propose a computationally efficient algorithm that extrapolates over a tailored reward model for AfD. We validate our key insights through experiments on the Harmless and Helpful tasks, demonstrating their strong empirical performance while maintaining simplicity.
Iterative Prompt Relabeling for diffusion model with RLDF
Diffusion models have shown impressive performance in many domains, including image generation, time series prediction, and reinforcement learning. The algorithm demonstrates superior performance over the traditional GAN and transformer based methods. However, the model's capability to follow natural language instructions (e.g., spatial relationships between objects, generating complex scenes) is still unsatisfactory. This has been an important research area to enhance such capability. Prior works adopt reinforcement learning to adjust the behavior of the diffusion models. However, RL methods not only require careful reward design and complex hyperparameter tuning, but also fails to incorporate rich natural language feedback. In this work, we propose iterative prompt relabeling (IP-RLDF), a novel algorithm that aligns images to text through iterative image sampling and prompt relabeling. IP-RLDF first samples a batch of images conditioned on the text, then relabels the text prompts of unmatched text-image pairs with classifier feedback. We conduct thorough experiments on three different models, including SDv2, GLIGEN, and SDXL, testing their capability to generate images following instructions. With IP-RLDF, we improved up to 15.22% (absolute improvement) on the challenging spatial relation VISOR benchmark, demonstrating superior performance compared to previous RL methods.
Removing RLHF Protections in GPT-4 via Fine-Tuning
As large language models (LLMs) have increased in their capabilities, so does their potential for dual use. To reduce harmful outputs, produces and vendors of LLMs have used reinforcement learning with human feedback (RLHF). In tandem, LLM vendors have been increasingly enabling fine-tuning of their most powerful models. However, concurrent work has shown that fine-tuning can remove RLHF protections. We may expect that the most powerful models currently available (GPT-4) are less susceptible to fine-tuning attacks. In this work, we show the contrary: fine-tuning allows attackers to remove RLHF protections with as few as 340 examples and a 95% success rate. These training examples can be automatically generated with weaker models. We further show that removing RLHF protections does not decrease usefulness on non-censored outputs, providing evidence that our fine-tuning strategy does not decrease usefulness despite using weaker models to generate training data. Our results show the need for further research on protections on LLMs.
Stop Regressing: Training Value Functions via Classification for Scalable Deep RL
Value functions are a central component of deep reinforcement learning (RL). These functions, parameterized by neural networks, are trained using a mean squared error regression objective to match bootstrapped target values. However, scaling value-based RL methods that use regression to large networks, such as high-capacity Transformers, has proven challenging. This difficulty is in stark contrast to supervised learning: by leveraging a cross-entropy classification loss, supervised methods have scaled reliably to massive networks. Observing this discrepancy, in this paper, we investigate whether the scalability of deep RL can also be improved simply by using classification in place of regression for training value functions. We demonstrate that value functions trained with categorical cross-entropy significantly improves performance and scalability in a variety of domains. These include: single-task RL on Atari 2600 games with SoftMoEs, multi-task RL on Atari with large-scale ResNets, robotic manipulation with Q-transformers, playing Chess without search, and a language-agent Wordle task with high-capacity Transformers, achieving state-of-the-art results on these domains. Through careful analysis, we show that the benefits of categorical cross-entropy primarily stem from its ability to mitigate issues inherent to value-based RL, such as noisy targets and non-stationarity. Overall, we argue that a simple shift to training value functions with categorical cross-entropy can yield substantial improvements in the scalability of deep RL at little-to-no cost.
Carve3D: Improving Multi-view Reconstruction Consistency for Diffusion Models with RL Finetuning
Recent advancements in the text-to-3D task leverage finetuned text-to-image diffusion models to generate multi-view images, followed by NeRF reconstruction. Yet, existing supervised finetuned (SFT) diffusion models still suffer from multi-view inconsistency and the resulting NeRF artifacts. Although training longer with SFT improves consistency, it also causes distribution shift, which reduces diversity and realistic details. We argue that the SFT of multi-view diffusion models resembles the instruction finetuning stage of the LLM alignment pipeline and can benefit from RL finetuning (RLFT) methods. Essentially, RLFT methods optimize models beyond their SFT data distribution by using their own outputs, effectively mitigating distribution shift. To this end, we introduce Carve3D, a RLFT method coupled with the Multi-view Reconstruction Consistency (MRC) metric, to improve the consistency of multi-view diffusion models. To compute MRC on a set of multi-view images, we compare them with their corresponding renderings of the reconstructed NeRF at the same viewpoints. We validate the robustness of MRC with extensive experiments conducted under controlled inconsistency levels. We enhance the base RLFT algorithm to stabilize the training process, reduce distribution shift, and identify scaling laws. Through qualitative and quantitative experiments, along with a user study, we demonstrate Carve3D's improved multi-view consistency, the resulting superior NeRF reconstruction quality, and minimal distribution shift compared to longer SFT. Project webpage: https://desaixie.github.io/carve-3d.
JaxMARL: Multi-Agent RL Environments in JAX
Benchmarks play an important role in the development of machine learning algorithms. For example, research in reinforcement learning (RL) has been heavily influenced by available environments and benchmarks. However, RL environments are traditionally run on the CPU, limiting their scalability with typical academic compute. Recent advancements in JAX have enabled the wider use of hardware acceleration to overcome these computational hurdles, enabling massively parallel RL training pipelines and environments. This is particularly useful for multi-agent reinforcement learning (MARL) research. First of all, multiple agents must be considered at each environment step, adding computational burden, and secondly, the sample complexity is increased due to non-stationarity, decentralised partial observability, or other MARL challenges. In this paper, we present JaxMARL, the first open-source code base that combines ease-of-use with GPU enabled efficiency, and supports a large number of commonly used MARL environments as well as popular baseline algorithms. When considering wall clock time, our experiments show that per-run our JAX-based training pipeline is up to 12500x faster than existing approaches. This enables efficient and thorough evaluations, with the potential to alleviate the evaluation crisis of the field. We also introduce and benchmark SMAX, a vectorised, simplified version of the popular StarCraft Multi-Agent Challenge, which removes the need to run the StarCraft II game engine. This not only enables GPU acceleration, but also provides a more flexible MARL environment, unlocking the potential for self-play, meta-learning, and other future applications in MARL. We provide code at https://github.com/flairox/jaxmarl.
Leverage the Average: an Analysis of KL Regularization in RL
Recent Reinforcement Learning (RL) algorithms making use of Kullback-Leibler (KL) regularization as a core component have shown outstanding performance. Yet, only little is understood theoretically about why KL regularization helps, so far. We study KL regularization within an approximate value iteration scheme and show that it implicitly averages q-values. Leveraging this insight, we provide a very strong performance bound, the very first to combine two desirable aspects: a linear dependency to the horizon (instead of quadratic) and an error propagation term involving an averaging effect of the estimation errors (instead of an accumulation effect). We also study the more general case of an additional entropy regularizer. The resulting abstract scheme encompasses many existing RL algorithms. Some of our assumptions do not hold with neural networks, so we complement this theoretical analysis with an extensive empirical study.
SPRING: GPT-4 Out-performs RL Algorithms by Studying Papers and Reasoning
Open-world survival games pose significant challenges for AI algorithms due to their multi-tasking, deep exploration, and goal prioritization requirements. Despite reinforcement learning (RL) being popular for solving games, its high sample complexity limits its effectiveness in complex open-world games like Crafter or Minecraft. We propose a novel approach, SPRING, to read the game's original academic paper and use the knowledge learned to reason and play the game through a large language model (LLM). Prompted with the LaTeX source as game context and a description of the agent's current observation, our SPRING framework employs a directed acyclic graph (DAG) with game-related questions as nodes and dependencies as edges. We identify the optimal action to take in the environment by traversing the DAG and calculating LLM responses for each node in topological order, with the LLM's answer to final node directly translating to environment actions. In our experiments, we study the quality of in-context "reasoning" induced by different forms of prompts under the setting of the Crafter open-world environment. Our experiments suggest that LLMs, when prompted with consistent chain-of-thought, have great potential in completing sophisticated high-level trajectories. Quantitatively, SPRING with GPT-4 outperforms all state-of-the-art RL baselines, trained for 1M steps, without any training. Finally, we show the potential of games as a test bed for LLMs.
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.
Winner Takes It All: Training Performant RL Populations for Combinatorial Optimization
Applying reinforcement learning (RL) to combinatorial optimization problems is attractive as it removes the need for expert knowledge or pre-solved instances. However, it is unrealistic to expect an agent to solve these (often NP-)hard problems in a single shot at inference due to their inherent complexity. Thus, leading approaches often implement additional search strategies, from stochastic sampling and beam search to explicit fine-tuning. In this paper, we argue for the benefits of learning a population of complementary policies, which can be simultaneously rolled out at inference. To this end, we introduce Poppy, a simple training procedure for populations. Instead of relying on a predefined or hand-crafted notion of diversity, Poppy induces an unsupervised specialization targeted solely at maximizing the performance of the population. We show that Poppy produces a set of complementary policies, and obtains state-of-the-art RL results on four popular NP-hard problems: traveling salesman, capacitated vehicle routing, 0-1 knapsack, and job-shop scheduling.
A Mixture-of-Expert Approach to RL-based Dialogue Management
Despite recent advancements in language models (LMs), their application to dialogue management (DM) problems and ability to carry on rich conversations remain a challenge. We use reinforcement learning (RL) to develop a dialogue agent that avoids being short-sighted (outputting generic utterances) and maximizes overall user satisfaction. Most existing RL approaches to DM train the agent at the word-level, and thus, have to deal with a combinatorially complex action space even for a medium-size vocabulary. As a result, they struggle to produce a successful and engaging dialogue even if they are warm-started with a pre-trained LM. To address this issue, we develop a RL-based DM using a novel mixture of expert language model (MoE-LM) that consists of (i) a LM capable of learning diverse semantics for conversation histories, (ii) a number of {\em specialized} LMs (or experts) capable of generating utterances corresponding to a particular attribute or personality, and (iii) a RL-based DM that performs dialogue planning with the utterances generated by the experts. Our MoE approach provides greater flexibility to generate sensible utterances with different intents and allows RL to focus on conversational-level DM. We compare it with SOTA baselines on open-domain dialogues and demonstrate its effectiveness both in terms of the diversity and sensibility of the generated utterances and the overall DM performance.
ArCHer: Training Language Model Agents via Hierarchical Multi-Turn RL
A broad use case of large language models (LLMs) is in goal-directed decision-making tasks (or "agent" tasks), where an LLM needs to not just generate completions for a given prompt, but rather make intelligent decisions over a multi-turn interaction to accomplish a task (e.g., when interacting with the web, using tools, or providing customer support). Reinforcement learning (RL) provides a general paradigm to address such agent tasks, but current RL methods for LLMs largely focus on optimizing single-turn rewards. By construction, most single-turn RL methods cannot endow LLMs with the ability to intelligently seek information over multiple turns, perform credit assignment, or reason about their past actions -- all of which are critical in agent tasks. This raises the question: how can we design effective and efficient multi-turn RL algorithms for LLMs? In this paper, we develop a framework for building multi-turn RL algorithms for fine-tuning LLMs, that preserves the flexibility of existing single-turn RL methods for LLMs (e.g., proximal policy optimization), while accommodating multiple turns, long horizons, and delayed rewards effectively. To do this, our framework adopts a hierarchical RL approach and runs two RL algorithms in parallel: a high-level off-policy value-based RL algorithm to aggregate reward over utterances, and a low-level RL algorithm that utilizes this high-level value function to train a token policy within each utterance or turn. Our hierarchical framework, Actor-Critic Framework with a Hierarchical Structure (ArCHer), can also give rise to other RL methods. Empirically, we find that ArCHer significantly improves efficiency and performance on agent tasks, attaining a sample efficiency of about 100x over existing methods, while also improving with larger model capacity (upto the 7 billion scale that we tested on).
Grow Your Limits: Continuous Improvement with Real-World RL for Robotic Locomotion
Deep reinforcement learning (RL) can enable robots to autonomously acquire complex behaviors, such as legged locomotion. However, RL in the real world is complicated by constraints on efficiency, safety, and overall training stability, which limits its practical applicability. We present APRL, a policy regularization framework that modulates the robot's exploration over the course of training, striking a balance between flexible improvement potential and focused, efficient exploration. APRL enables a quadrupedal robot to efficiently learn to walk entirely in the real world within minutes and continue to improve with more training where prior work saturates in performance. We demonstrate that continued training with APRL results in a policy that is substantially more capable of navigating challenging situations and is able to adapt to changes in dynamics with continued training.
Demonstration-Regularized RL
Incorporating expert demonstrations has empirically helped to improve the sample efficiency of reinforcement learning (RL). This paper quantifies theoretically to what extent this extra information reduces RL's sample complexity. In particular, we study the demonstration-regularized reinforcement learning that leverages the expert demonstrations by KL-regularization for a policy learned by behavior cloning. Our findings reveal that using N^{E} expert demonstrations enables the identification of an optimal policy at a sample complexity of order mathcal{O}(Poly(S,A,H)/(varepsilon^2 N^{E})) in finite and mathcal{O}(Poly(d,H)/(varepsilon^2 N^{E})) in linear Markov decision processes, where varepsilon is the target precision, H the horizon, A the number of action, S the number of states in the finite case and d the dimension of the feature space in the linear case. As a by-product, we provide tight convergence guarantees for the behaviour cloning procedure under general assumptions on the policy classes. Additionally, we establish that demonstration-regularized methods are provably efficient for reinforcement learning from human feedback (RLHF). In this respect, we provide theoretical evidence showing the benefits of KL-regularization for RLHF in tabular and linear MDPs. Interestingly, we avoid pessimism injection by employing computationally feasible regularization to handle reward estimation uncertainty, thus setting our approach apart from the prior works.
METRA: Scalable Unsupervised RL with Metric-Aware Abstraction
Unsupervised pre-training strategies have proven to be highly effective in natural language processing and computer vision. Likewise, unsupervised reinforcement learning (RL) holds the promise of discovering a variety of potentially useful behaviors that can accelerate the learning of a wide array of downstream tasks. Previous unsupervised RL approaches have mainly focused on pure exploration and mutual information skill learning. However, despite the previous attempts, making unsupervised RL truly scalable still remains a major open challenge: pure exploration approaches might struggle in complex environments with large state spaces, where covering every possible transition is infeasible, and mutual information skill learning approaches might completely fail to explore the environment due to the lack of incentives. To make unsupervised RL scalable to complex, high-dimensional environments, we propose a novel unsupervised RL objective, which we call Metric-Aware Abstraction (METRA). Our main idea is, instead of directly covering the entire state space, to only cover a compact latent space Z that is metrically connected to the state space S by temporal distances. By learning to move in every direction in the latent space, METRA obtains a tractable set of diverse behaviors that approximately cover the state space, being scalable to high-dimensional environments. Through our experiments in five locomotion and manipulation environments, we demonstrate that METRA can discover a variety of useful behaviors even in complex, pixel-based environments, being the first unsupervised RL method that discovers diverse locomotion behaviors in pixel-based Quadruped and Humanoid. Our code and videos are available at https://seohong.me/projects/metra/
Predictive auxiliary objectives in deep RL mimic learning in the brain
The ability to predict upcoming events has been hypothesized to comprise a key aspect of natural and machine cognition. This is supported by trends in deep reinforcement learning (RL), where self-supervised auxiliary objectives such as prediction are widely used to support representation learning and improve task performance. Here, we study the effects predictive auxiliary objectives have on representation learning across different modules of an RL system and how these mimic representational changes observed in the brain. We find that predictive objectives improve and stabilize learning particularly in resource-limited architectures, and we identify settings where longer predictive horizons better support representational transfer. Furthermore, we find that representational changes in this RL system bear a striking resemblance to changes in neural activity observed in the brain across various experiments. Specifically, we draw a connection between the auxiliary predictive model of the RL system and hippocampus, an area thought to learn a predictive model to support memory-guided behavior. We also connect the encoder network and the value learning network of the RL system to visual cortex and striatum in the brain, respectively. This work demonstrates how representation learning in deep RL systems can provide an interpretable framework for modeling multi-region interactions in the brain. The deep RL perspective taken here also suggests an additional role of the hippocampus in the brain -- that of an auxiliary learning system that benefits representation learning in other regions.
Counterfactual Explanation Policies in RL
As Reinforcement Learning (RL) agents are increasingly employed in diverse decision-making problems using reward preferences, it becomes important to ensure that policies learned by these frameworks in mapping observations to a probability distribution of the possible actions are explainable. However, there is little to no work in the systematic understanding of these complex policies in a contrastive manner, i.e., what minimal changes to the policy would improve/worsen its performance to a desired level. In this work, we present COUNTERPOL, the first framework to analyze RL policies using counterfactual explanations in the form of minimal changes to the policy that lead to the desired outcome. We do so by incorporating counterfactuals in supervised learning in RL with the target outcome regulated using desired return. We establish a theoretical connection between Counterpol and widely used trust region-based policy optimization methods in RL. Extensive empirical analysis shows the efficacy of COUNTERPOL in generating explanations for (un)learning skills while keeping close to the original policy. Our results on five different RL environments with diverse state and action spaces demonstrate the utility of counterfactual explanations, paving the way for new frontiers in designing and developing counterfactual policies.
AdaStop: sequential testing for efficient and reliable comparisons of Deep RL Agents
The reproducibility of many experimental results in Deep Reinforcement Learning (RL) is under question. To solve this reproducibility crisis, we propose a theoretically sound methodology to compare multiple Deep RL algorithms. The performance of one execution of a Deep RL algorithm is random so that independent executions are needed to assess it precisely. When comparing several RL algorithms, a major question is how many executions must be made and how can we assure that the results of such a comparison is theoretically sound. Researchers in Deep RL often use less than 5 independent executions to compare algorithms: we claim that this is not enough in general. Moreover, when comparing several algorithms at once, the error of each comparison accumulates and must be taken into account with a multiple tests procedure to preserve low error guarantees. To address this problem in a statistically sound way, we introduce AdaStop, a new statistical test based on multiple group sequential tests. When comparing algorithms, AdaStop adapts the number of executions to stop as early as possible while ensuring that we have enough information to distinguish algorithms that perform better than the others in a statistical significant way. We prove both theoretically and empirically that AdaStop has a low probability of making an error (Family-Wise Error). Finally, we illustrate the effectiveness of AdaStop in multiple use-cases, including toy examples and difficult cases such as Mujoco environments.
Stabilizing Contrastive RL: Techniques for Offline Goal Reaching
In the same way that the computer vision (CV) and natural language processing (NLP) communities have developed self-supervised methods, reinforcement learning (RL) can be cast as a self-supervised problem: learning to reach any goal, without requiring human-specified rewards or labels. However, actually building a self-supervised foundation for RL faces some important challenges. Building on prior contrastive approaches to this RL problem, we conduct careful ablation experiments and discover that a shallow and wide architecture, combined with careful weight initialization and data augmentation, can significantly boost the performance of these contrastive RL approaches on challenging simulated benchmarks. Additionally, we demonstrate that, with these design decisions, contrastive approaches can solve real-world robotic manipulation tasks, with tasks being specified by a single goal image provided after training.
Improving Offline RL by Blending Heuristics
We propose Heuristic Blending (HUBL), a simple performance-improving technique for a broad class of offline RL algorithms based on value bootstrapping. HUBL modifies the Bellman operators used in these algorithms, partially replacing the bootstrapped values with heuristic ones that are estimated with Monte-Carlo returns. For trajectories with higher returns, HUBL relies more on the heuristic values and less on bootstrapping; otherwise, it leans more heavily on bootstrapping. HUBL is very easy to combine with many existing offline RL implementations by relabeling the offline datasets with adjusted rewards and discount factors. We derive a theory that explains HUBL's effect on offline RL as reducing offline RL's complexity and thus increasing its finite-sample performance. Furthermore, we empirically demonstrate that HUBL consistently improves the policy quality of four state-of-the-art bootstrapping-based offline RL algorithms (ATAC, CQL, TD3+BC, and IQL), by 9% on average over 27 datasets of the D4RL and Meta-World benchmarks.
What is Essential for Unseen Goal Generalization of Offline Goal-conditioned RL?
Offline goal-conditioned RL (GCRL) offers a way to train general-purpose agents from fully offline datasets. In addition to being conservative within the dataset, the generalization ability to achieve unseen goals is another fundamental challenge for offline GCRL. However, to the best of our knowledge, this problem has not been well studied yet. In this paper, we study out-of-distribution (OOD) generalization of offline GCRL both theoretically and empirically to identify factors that are important. In a number of experiments, we observe that weighted imitation learning enjoys better generalization than pessimism-based offline RL method. Based on this insight, we derive a theory for OOD generalization, which characterizes several important design choices. We then propose a new offline GCRL method, Generalizable Offline goAl-condiTioned RL (GOAT), by combining the findings from our theoretical and empirical studies. On a new benchmark containing 9 independent identically distributed (IID) tasks and 17 OOD tasks, GOAT outperforms current state-of-the-art methods by a large margin.
Inverse Preference Learning: Preference-based RL without a Reward Function
Reward functions are difficult to design and often hard to align with human intent. Preference-based Reinforcement Learning (RL) algorithms address these problems by learning reward functions from human feedback. However, the majority of preference-based RL methods na\"ively combine supervised reward models with off-the-shelf RL algorithms. Contemporary approaches have sought to improve performance and query complexity by using larger and more complex reward architectures such as transformers. Instead of using highly complex architectures, we develop a new and parameter-efficient algorithm, Inverse Preference Learning (IPL), specifically designed for learning from offline preference data. Our key insight is that for a fixed policy, the Q-function encodes all information about the reward function, effectively making them interchangeable. Using this insight, we completely eliminate the need for a learned reward function. Our resulting algorithm is simpler and more parameter-efficient. Across a suite of continuous control and robotics benchmarks, IPL attains competitive performance compared to more complex approaches that leverage transformer-based and non-Markovian reward functions while having fewer algorithmic hyperparameters and learned network parameters. Our code is publicly released.
CLIP4MC: An RL-Friendly Vision-Language Model for Minecraft
One of the essential missions in the AI research community is to build an autonomous embodied agent that can attain high-level performance across a wide spectrum of tasks. However, acquiring reward/penalty in all open-ended tasks is unrealistic, making the Reinforcement Learning (RL) training procedure impossible. In this paper, we propose a novel cross-modal contrastive learning framework architecture, CLIP4MC, aiming to learn an RL-friendly vision-language model that serves as a reward function for open-ended tasks. Therefore, no further task-specific reward design is needed. Intuitively, it is more reasonable for the model to address the similarity between the video snippet and the language prompt at both the action and entity levels. To this end, a motion encoder is proposed to capture the motion embeddings across different intervals. The correlation scores are then used to construct the auxiliary reward signal for RL agents. Moreover, we construct a neat YouTube dataset based on the large-scale YouTube database provided by MineDojo. Specifically, two rounds of filtering operations guarantee that the dataset covers enough essential information and that the video-text pair is highly correlated. Empirically, we show that the proposed method achieves better performance on RL tasks compared with baselines.
Understanding the Complexity Gains of Single-Task RL with a Curriculum
Reinforcement learning (RL) problems can be challenging without well-shaped rewards. Prior work on provably efficient RL methods generally proposes to address this issue with dedicated exploration strategies. However, another way to tackle this challenge is to reformulate it as a multi-task RL problem, where the task space contains not only the challenging task of interest but also easier tasks that implicitly function as a curriculum. Such a reformulation opens up the possibility of running existing multi-task RL methods as a more efficient alternative to solving a single challenging task from scratch. In this work, we provide a theoretical framework that reformulates a single-task RL problem as a multi-task RL problem defined by a curriculum. Under mild regularity conditions on the curriculum, we show that sequentially solving each task in the multi-task RL problem is more computationally efficient than solving the original single-task problem, without any explicit exploration bonuses or other exploration strategies. We also show that our theoretical insights can be translated into an effective practical learning algorithm that can accelerate curriculum learning on simulated robotic tasks.
An Adaptive Deep RL Method for Non-Stationary Environments with Piecewise Stable Context
One of the key challenges in deploying RL to real-world applications is to adapt to variations of unknown environment contexts, such as changing terrains in robotic tasks and fluctuated bandwidth in congestion control. Existing works on adaptation to unknown environment contexts either assume the contexts are the same for the whole episode or assume the context variables are Markovian. However, in many real-world applications, the environment context usually stays stable for a stochastic period and then changes in an abrupt and unpredictable manner within an episode, resulting in a segment structure, which existing works fail to address. To leverage the segment structure of piecewise stable context in real-world applications, in this paper, we propose a \textbf{Segmented Context Belief Augmented Deep~(SeCBAD)} RL method. Our method can jointly infer the belief distribution over latent context with the posterior over segment length and perform more accurate belief context inference with observed data within the current context segment. The inferred belief context can be leveraged to augment the state, leading to a policy that can adapt to abrupt variations in context. We demonstrate empirically that SeCBAD can infer context segment length accurately and outperform existing methods on a toy grid world environment and Mujuco tasks with piecewise-stable context.
On the Power of Pre-training for Generalization in RL: Provable Benefits and Hardness
Generalization in Reinforcement Learning (RL) aims to learn an agent during training that generalizes to the target environment. This paper studies RL generalization from a theoretical aspect: how much can we expect pre-training over training environments to be helpful? When the interaction with the target environment is not allowed, we certify that the best we can obtain is a near-optimal policy in an average sense, and we design an algorithm that achieves this goal. Furthermore, when the agent is allowed to interact with the target environment, we give a surprising result showing that asymptotically, the improvement from pre-training is at most a constant factor. On the other hand, in the non-asymptotic regime, we design an efficient algorithm and prove a distribution-based regret bound in the target environment that is independent of the state-action space.
Computationally Efficient PAC RL in POMDPs with Latent Determinism and Conditional Embeddings
We study reinforcement learning with function approximation for large-scale Partially Observable Markov Decision Processes (POMDPs) where the state space and observation space are large or even continuous. Particularly, we consider Hilbert space embeddings of POMDP where the feature of latent states and the feature of observations admit a conditional Hilbert space embedding of the observation emission process, and the latent state transition is deterministic. Under the function approximation setup where the optimal latent state-action Q-function is linear in the state feature, and the optimal Q-function has a gap in actions, we provide a computationally and statistically efficient algorithm for finding the exact optimal policy. We show our algorithm's computational and statistical complexities scale polynomially with respect to the horizon and the intrinsic dimension of the feature on the observation space. Furthermore, we show both the deterministic latent transitions and gap assumptions are necessary to avoid statistical complexity exponential in horizon or dimension. Since our guarantee does not have an explicit dependence on the size of the state and observation spaces, our algorithm provably scales to large-scale POMDPs.
EAGER: Asking and Answering Questions for Automatic Reward Shaping in Language-guided RL
Reinforcement learning (RL) in long horizon and sparse reward tasks is notoriously difficult and requires a lot of training steps. A standard solution to speed up the process is to leverage additional reward signals, shaping it to better guide the learning process. In the context of language-conditioned RL, the abstraction and generalisation properties of the language input provide opportunities for more efficient ways of shaping the reward. In this paper, we leverage this idea and propose an automated reward shaping method where the agent extracts auxiliary objectives from the general language goal. These auxiliary objectives use a question generation (QG) and question answering (QA) system: they consist of questions leading the agent to try to reconstruct partial information about the global goal using its own trajectory. When it succeeds, it receives an intrinsic reward proportional to its confidence in its answer. This incentivizes the agent to generate trajectories which unambiguously explain various aspects of the general language goal. Our experimental study shows that this approach, which does not require engineer intervention to design the auxiliary objectives, improves sample efficiency by effectively directing exploration.
Safe Deep RL in 3D Environments using Human Feedback
Agents should avoid unsafe behaviour during both training and deployment. This typically requires a simulator and a procedural specification of unsafe behaviour. Unfortunately, a simulator is not always available, and procedurally specifying constraints can be difficult or impossible for many real-world tasks. A recently introduced technique, ReQueST, aims to solve this problem by learning a neural simulator of the environment from safe human trajectories, then using the learned simulator to efficiently learn a reward model from human feedback. However, it is yet unknown whether this approach is feasible in complex 3D environments with feedback obtained from real humans - whether sufficient pixel-based neural simulator quality can be achieved, and whether the human data requirements are viable in terms of both quantity and quality. In this paper we answer this question in the affirmative, using ReQueST to train an agent to perform a 3D first-person object collection task using data entirely from human contractors. We show that the resulting agent exhibits an order of magnitude reduction in unsafe behaviour compared to standard reinforcement learning.
IMPALA: Scalable Distributed Deep-RL with Importance Weighted Actor-Learner Architectures
In this work we aim to solve a large collection of tasks using a single reinforcement learning agent with a single set of parameters. A key challenge is to handle the increased amount of data and extended training time. We have developed a new distributed agent IMPALA (Importance Weighted Actor-Learner Architecture) that not only uses resources more efficiently in single-machine training but also scales to thousands of machines without sacrificing data efficiency or resource utilisation. We achieve stable learning at high throughput by combining decoupled acting and learning with a novel off-policy correction method called V-trace. We demonstrate the effectiveness of IMPALA for multi-task reinforcement learning on DMLab-30 (a set of 30 tasks from the DeepMind Lab environment (Beattie et al., 2016)) and Atari-57 (all available Atari games in Arcade Learning Environment (Bellemare et al., 2013a)). Our results show that IMPALA is able to achieve better performance than previous agents with less data, and crucially exhibits positive transfer between tasks as a result of its multi-task approach.