LGJul 9, 2024Code
Preference-Guided Reinforcement Learning for Efficient ExplorationGuojian Wang, Jianxiang Liu, Xinyuan Li et al.
In this paper, we investigate preference-based reinforcement learning (PbRL), which enables reinforcement learning (RL) agents to learn from human feedback. This is particularly valuable when defining a fine-grain reward function is not feasible. However, this approach is inefficient and impractical for promoting deep exploration in hard-exploration tasks with long horizons and sparse rewards. To tackle this issue, we introduce LOPE: \textbf{L}earning \textbf{O}nline with trajectory \textbf{P}reference guidanc\textbf{E}, an end-to-end preference-guided RL framework that enhances exploration efficiency in hard-exploration tasks. Our intuition is that LOPE directly adjusts the focus of online exploration by considering human feedback as guidance, thereby avoiding the need to learn a separate reward model from preferences. Specifically, LOPE includes a two-step sequential policy optimization technique consisting of trust-region-based policy improvement and preference guidance steps. We reformulate preference guidance as a trajectory-wise state marginal matching problem that minimizes the maximum mean discrepancy distance between the preferred trajectories and the learned policy. Furthermore, we provide a theoretical analysis to characterize the performance improvement bound and evaluate the effectiveness of the LOPE. When assessed in various challenging hard-exploration environments, LOPE outperforms several state-of-the-art methods in terms of convergence rate and overall performance.The code used in this study is available at https://github.com/buaawgj/LOPE.
LGDec 27, 2023Code
Adaptive trajectory-constrained exploration strategy for deep reinforcement learningGuojian Wang, Faguo Wu, Xiao Zhang et al.
Deep reinforcement learning (DRL) faces significant challenges in addressing the hard-exploration problems in tasks with sparse or deceptive rewards and large state spaces. These challenges severely limit the practical application of DRL. Most previous exploration methods relied on complex architectures to estimate state novelty or introduced sensitive hyperparameters, resulting in instability. To mitigate these issues, we propose an efficient adaptive trajectory-constrained exploration strategy for DRL. The proposed method guides the policy of the agent away from suboptimal solutions by leveraging incomplete offline demonstrations as references. This approach gradually expands the exploration scope of the agent and strives for optimality in a constrained optimization manner. Additionally, we introduce a novel policy-gradient-based optimization algorithm that utilizes adaptively clipped trajectory-distance rewards for both single- and multi-agent reinforcement learning. We provide a theoretical analysis of our method, including a deduction of the worst-case approximation error bounds, highlighting the validity of our approach for enhancing exploration. To evaluate the effectiveness of the proposed method, we conducted experiments on two large 2D grid world mazes and several MuJoCo tasks. The extensive experimental results demonstrate the significant advantages of our method in achieving temporally extended exploration and avoiding myopic and suboptimal behaviors in both single- and multi-agent settings. Notably, the specific metrics and quantifiable results further support these findings. The code used in the study is available at \url{https://github.com/buaawgj/TACE}.
LGNov 12, 2025
Data Fusion-Enhanced Decision Transformer for Stable Cross-Domain GeneralizationGuojian Wang, Quinson Hon, Xuyang Chen et al.
Cross-domain shifts present a significant challenge for decision transformer (DT) policies. Existing cross-domain policy adaptation methods typically rely on a single simple filtering criterion to select source trajectory fragments and stitch them together. They match either state structure or action feasibility. However, the selected fragments still have poor stitchability: state structures can misalign, the return-to-go (RTG) becomes incomparable when the reward or horizon changes, and actions may jump at trajectory junctions. As a result, RTG tokens lose continuity, which compromises DT's inference ability. To tackle these challenges, we propose Data Fusion-Enhanced Decision Transformer (DFDT), a compact pipeline that restores stitchability. Particularly, DFDT fuses scarce target data with selectively trusted source fragments via a two-level data filter, maximum mean discrepancy (MMD) mismatch for state-structure alignment, and optimal transport (OT) deviation for action feasibility. It then trains on a feasibility-weighted fusion distribution. Furthermore, DFDT replaces RTG tokens with advantage-conditioned tokens, which improves the continuity of the semantics in the token sequence. It also applies a $Q$-guided regularizer to suppress junction value and action jumps. Theoretically, we provide bounds that tie state value and policy performance gaps to the MMD-mismatch and OT-deviation measures, and show that the bounds tighten as these two measures shrink. We show that DFDT improves return and stability over strong offline RL and sequence-model baselines across gravity, kinematic, and morphology shifts on D4RL-style control tasks, and further corroborate these gains with token-stitching and sequence-semantics stability analyses.
LGFeb 7, 2024
Learning Diverse Policies with Soft Self-Generated GuidanceGuojian Wang, Faguo Wu, Xiao Zhang et al.
Reinforcement learning (RL) with sparse and deceptive rewards is challenging because non-zero rewards are rarely obtained. Hence, the gradient calculated by the agent can be stochastic and without valid information. Recent studies that utilize memory buffers of previous experiences can lead to a more efficient learning process. However, existing methods often require these experiences to be successful and may overly exploit them, which can cause the agent to adopt suboptimal behaviors. This paper develops an approach that uses diverse past trajectories for faster and more efficient online RL, even if these trajectories are suboptimal or not highly rewarded. The proposed algorithm combines a policy improvement step with an additional exploration step using offline demonstration data. The main contribution of this paper is that by regarding diverse past trajectories as guidance, instead of imitating them, our method directs its policy to follow and expand past trajectories while still being able to learn without rewards and approach optimality. Furthermore, a novel diversity measurement is introduced to maintain the team's diversity and regulate exploration. The proposed algorithm is evaluated on discrete and continuous control tasks with sparse and deceptive rewards. Compared with the existing RL methods, the experimental results indicate that our proposed algorithm is significantly better than the baseline methods regarding diverse exploration and avoiding local optima.
LGJan 4, 2024
Trajectory-Oriented Policy Optimization with Sparse RewardsGuojian Wang, Faguo Wu, Xiao Zhang
Mastering deep reinforcement learning (DRL) proves challenging in tasks featuring scant rewards. These limited rewards merely signify whether the task is partially or entirely accomplished, necessitating various exploration actions before the agent garners meaningful feedback. Consequently, the majority of existing DRL exploration algorithms struggle to acquire practical policies within a reasonable timeframe. To address this challenge, we introduce an approach leveraging offline demonstration trajectories for swifter and more efficient online RL in environments with sparse rewards. Our pivotal insight involves treating offline demonstration trajectories as guidance, rather than mere imitation, allowing our method to learn a policy whose distribution of state-action visitation marginally matches that of offline demonstrations. We specifically introduce a novel trajectory distance relying on maximum mean discrepancy (MMD) and cast policy optimization as a distance-constrained optimization problem. We then illustrate that this optimization problem can be streamlined into a policy-gradient algorithm, integrating rewards shaped by insights from offline demonstrations. The proposed algorithm undergoes evaluation across extensive discrete and continuous control tasks with sparse and misleading rewards. The experimental findings demonstrate the significant superiority of our proposed algorithm over baseline methods concerning diverse exploration and the acquisition of an optimal policy.
LGApr 16, 2025
VIPO: Value Function Inconsistency Penalized Offline Reinforcement LearningXuyang Chen, Guojian Wang, Keyu Yan et al.
Offline reinforcement learning (RL) learns effective policies from pre-collected datasets, offering a practical solution for applications where online interactions are risky or costly. Model-based approaches are particularly advantageous for offline RL, owing to their data efficiency and generalizability. However, due to inherent model errors, model-based methods often artificially introduce conservatism guided by heuristic uncertainty estimation, which can be unreliable. In this paper, we introduce VIPO, a novel model-based offline RL algorithm that incorporates self-supervised feedback from value estimation to enhance model training. Specifically, the model is learned by additionally minimizing the inconsistency between the value learned directly from the offline data and the one estimated from the model. We perform comprehensive evaluations from multiple perspectives to show that VIPO can learn a highly accurate model efficiently and consistently outperform existing methods. In particular, it achieves state-of-the-art performance on almost all tasks in both D4RL and NeoRL benchmarks. Overall, VIPO offers a general framework that can be readily integrated into existing model-based offline RL algorithms to systematically enhance model accuracy.
LGDec 30, 2023
Policy Optimization with Smooth Guidance Learned from State-Only DemonstrationsGuojian Wang, Faguo Wu, Xiao Zhang et al.
The sparsity of reward feedback remains a challenging problem in online deep reinforcement learning (DRL). Previous approaches have utilized offline demonstrations to achieve impressive results in multiple hard tasks. However, these approaches place high demands on demonstration quality, and obtaining expert-like actions is often costly and unrealistic. To tackle these problems, we propose a simple and efficient algorithm called Policy Optimization with Smooth Guidance (POSG), which leverages a small set of state-only demonstrations (where expert action information is not included in demonstrations) to indirectly make approximate and feasible long-term credit assignments and facilitate exploration. Specifically, we first design a trajectory-importance evaluation mechanism to determine the quality of the current trajectory against demonstrations. Then, we introduce a guidance reward computation technology based on trajectory importance to measure the impact of each state-action pair, fusing the demonstrator's state distribution with reward information into the guidance reward. We theoretically analyze the performance improvement caused by smooth guidance rewards and derive a new worst-case lower bound on the performance improvement. Extensive results demonstrate POSG's significant advantages in control performance and convergence speed in four sparse-reward environments, including the grid-world maze, Hopper-v4, HalfCheetah-v4, and Ant maze. Notably, the specific metrics and quantifiable results are investigated to demonstrate the superiority of POSG.